Vioxsis Posted February 16, 2013 Posted February 16, 2013 Have you set vertex colour to yes in nifskope?
Origamiboy Posted February 16, 2013 Author Posted February 16, 2013 Ill try it tomorrow, btw any luck turning those chain sickles around?id hate to have to edit my skeleton because it makes everything so incompatible:l
Vioxsis Posted February 16, 2013 Posted February 16, 2013 No luck finding a way other than editing the skeleton, there could be a way with scripting. but i know less than nothing when it comes to that.
Origamiboy Posted February 16, 2013 Author Posted February 16, 2013 which property is it in because i the one i see says yes about vertice colors
Origamiboy Posted February 16, 2013 Author Posted February 16, 2013 Nevermind i figured out what i did wrong lol, had to set the dismemberment partition to 131_hair. works in game now. There will be more hair coming, and i will try to work with your advent cloud hair  Nevermind i figured out what i did wrong lol, had to set the dismemberment partition to 131_hair. works in game now. There will be more hair coming, and i will try to work with your advent cloud hair
Origamiboy Posted February 16, 2013 Author Posted February 16, 2013 So this is a little tutorial for hair meshing in blender than importing to nifscope. Create your mesh(preferrably around the headmale or female.nif) import another helmet or hair that has a skeleton. Right click YOUR mesh, then hold down shift and right click on the other mesh, NOT the skeleton though. Click on the object menu scroll up to scripts> then click bone weight copy set the quality to 3 click Ok. Very important DO NOT try to change any weighting. Then use the tesnexus wiki "how to create an armor for skyrim part 1 or 2" to get the correct settings for export. Once in nifscope, set the Niblock> user version to 11 and user version 2 to 34. Save. then Delete the bsshaderlighting and the nispecular and the other property under nitrishape. Leave nitrishapedata, bsdismemberinstance alone. Next open up the original nif that you imported for the skeleton copy that bsshaderlighting branch and paste under your nitrishape branch. Then just change the texture to the one you want to use.(I have no idea how to properly UV map so id look that up, but you should do that in blender if you havent already. Then just use the texture you built from the uv map.) Make sure you clean your nif which means make sure there is only 1 Ninode. Refer to the other tutorial if you are unsure how to do that Lastly and most importantly go into the BSdismemberment> partitions> set whatever number is there under the partion (eg BP_TORSO) to 131. Save. Profit.
Origamiboy Posted February 16, 2013 Author Posted February 16, 2013 A few more things i forgot. Font forget to add a material and any texture you want to the mesh youre exporting in blender. also EXTREMELY important, make sure you click your mesh and your skeleton and hit ctrl+a link to armitage. Very very very important cant stress it enough
Origamiboy Posted February 18, 2013 Author Posted February 18, 2013 Now i did everything possible and this cloud hair mesh still wont show up IG, set the vertex colors to yes, set the Partiton to 131 hair. And its still invisible in game just shows my hair with a balding part...
Origamiboy Posted February 18, 2013 Author Posted February 18, 2013 Edit: got everything to work, turns out it was a problem in my esp XD, ill upload your cloud hair soon! but it still needs textures and im not good at textures (but the nif is ready!) works ingame but i had to make it a helmet since im not sure how to do hair
Origamiboy Posted February 20, 2013 Author Posted February 20, 2013 Mk if you dont know this by now,... the new thread is here:http://www.loverslab.com/topic/14357-update-03a-spiky-hair-for-skyrim-wiprelz-plus-tutorial/ and i actually have some content !
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