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SevenBase Hide - My First Armour Mod


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Posted

well belisario mentioned all except,if ur at the node deleting part,only do it when there`s only 1 (one) children like for the scene root in an original unp armor

(no idea bout cbbe,im using that only for conversions) if u have more children from the start dont delete anything,(except

- BSShaderPPLightingProperty- BSShaderTextureSet- NiSpecularProperty- NiMaterialProperty)

like for boots and maybe gloves,didnt convert any lately,blender does this just for the body skeleton,

 

second:u made some mistakes in blender and as soon ur doing evil things to single nodes and or the dismember,weird things occur,

 

from a look into ur latest file ive to say ur missing the dismember for the cuirass and the exported body is completly broken,

the 0 ninode should have like 20 children ,only 3 occur :o (cuirass weight painted but will not export,no clue y^^)

 

no idea if u did the UV mark seams or is this the orginal,that part is only needed if ur creating a mesh from scratch or fixing things,

convertions only need the split screen UV script thingy.

 

as i said do it like in the tut and u´ll succed :P,i had my problems and y should u be perfect at first attempt :)

 

to say it with will sasso words,u steped off the path of peace and now ur on the path of pieces :P

 

Ps :i never did something with jiggle boobs,guess belisario will clarify what to do to the boob area :o hm sounds weird :)

 

 

Posted

Starting from

"MORE PROGRESS - ARMOUR NOW VISIBLE, NO BODY cuirasslight_0.rar"

 

Knowing that the name of the root node of your body mesh is "Material001":

 

1. Nifskope - Rename the root node:

 

Menu view --> reset block details

In block details:

NiHeader / Strings / "Hide Cuirass 0 for 7B - 6TH ATTEMPT BLENDER - EXPORTED NIF"

Edit that string, type "Material001"

 

2. Copy armor mesh to body mesh:

 

Load your _0 mesh in another NifSkope

copy the NitriShape

paste it over the body mesh, root node.

Save as cuirasslight_0.nif

 

Whenever I try copy branch & pasting as per Step 2, I get this warning:

 

post-27796-0-96027600-1371167444_thumb.jpg

Posted

Fresh attempt - 7B body 0 Vanilla Hide 0.rar

 

1313 Hide Cuirass 0 for 7B BLENDER - EXPORTED NIF.rar

 

Okay - here is a completely fresh Blender file and the resulting exported .NIF, SevenBase body 0, Vanilla hide 0.

 

From here though, if I do what the tutorial says, and remove the Scene Root as advised, it removes the entire skeleton. (Open nif - niheader - children - "... why are there so many children here??" - remove cuirass and material children - click Scene Root - ctrl+del - "whole skeleton is removed?? What the...")... :unsure:

 

So - don't remove Scene Root in this case? Just re-name it "CuirassLight_0.nif", yes?

Posted

Whenever I try copy branch & pasting as per Step 2, I get this warning:

 

attachicon.gifUntitledJPEG.jpg

Both root nodes have to have the same name (SceneRoot in this case, it wasn't Material001 sorry). I don't know if there is a better solution for that.

 

Anyway your last nif seems ok. Copy the BSLightingShaderProperty nodes from the originals CuirassLight_0.nif and femalebody_1.nif. And change the body partitions, BP_TORSO --> SBP_32_FEET.

Posted

 

Both root nodes have to have the same name (SceneRoot in this case, it wasn't Material001 sorry). I don't know if there is a better solution for that.

 

 

 

 

Hey Belisario - if possible, could you please include a pic showing exactly what this step is? I keep trying, but I'm doing something wrong... :(

 

 

In other news, I can now get the armour and body to both display at once (possible progress?), but they look like this:

 

post-27796-0-63122500-1371262232_thumb.jpg

 

cuirasslight_0.rar

 

(*Note that the clipping visible across the chest, etc. is intentional - it's an un-edited Vanilla Hide mesh. I'm trying to get the process of getting the armour to work in game. Once I have that right, I can repeat it with a properly edited mesh like I made on the previous page).

Posted

 

to say it with will sasso words,u steped off the path of peace and now ur on the path of pieces :P

 

Ps :i never did something with jiggle boobs,guess belisario will clarify what to do to the boob area :o hm sounds weird :)

 

I do seem to spend a great deal of time trudging the path of pieces. :lol:

 

No, I'm not doing TBBP either - I don't actually use it in my game, so I won't be making armours for it (unless of course BBP stuff works fine on a normal non-BBP skeleton & meshes - I have no idea). :huh:

Posted

If it helps, here is what I am doing when I'm at the Weighting steps:

 

*Go to object mode, R-click on ARMOR mesh to select

*Go to Edit mode, check that all the vertices for the ARMOUR are selected - they are. Delete all vertex groups.

*Go back to Object mode, shift-R-click BODY

*Object > Scripts > Bone weight copy

*Wait...

 

Fix dismemberment:

 

*Select ARMOUR mesh.

*Go to Edit mode

*Make sure that BP_TORSO is the vertex group

*Click "Assign" to assign all vertices of ARMOUR to this group

 

... is this right? :unsure:

Posted

Here is an example nif of your hide armor from the first post. I had to remove every node other than the shape data just to get it imported. But to make things easy I'm going to tell you what I did in max. Just ignore me if you got it working.

 

 

  1. Import your hide nif.
  2. Import the base bombshell 0 body.
  3. Selecte all vertices and added the smooth modifier to both the body and armor.
  4. With all the vertices selected on the armor added the skin wrap modifier.
  5. Click add and then selected the main body checked weight all points then convert to skin.
  6. Add BSDismemberment modifier and selected skyrim main body. (I use newest importer/export script)
  7. Exported with no welding.
  8. Open the export.nif and original body.nif.
  9. Copy the body.nif's bslightingshader node and paste it into the export.nifs body node after removing old.
  10. Remove the material node from the armor node.
  11. Add the proper bslightingshader node.

I don't have an unpacked hide armor nif atm so I just tossed in a random bslighting node from another nif and deleted the textures which is why its purple in game. But you should get the idea. There are some other things you can change but there easy fixes after you get to this point.

 

 

Example_0.nif

Posted

:lol:  WOOHOO!!!  :lol:

 

 

3538713-1371363345.jpg

 

 

 

 

Big image is big... :D

 

Wow - finally nailed it! Yay! The above represents Hide Armour 0 on the SevenBase Bombshell body. Non-BBP. It's been through Blender and 3dsMax and NifSkope. Still a little bit to be done - under arms, etc., but it's looking pretty good and is ready for a little playtesting! You can check it out if you like:

 

FASTESTDOG HIDE WIP - cuirasslight_0.rar

 

 

 

Right now, this is me:

 

 

 



The liftman was a small simian creature, dressed in the black tunic of an Epsilon-Minus Semi-Moron.

"Roof!"

He flung open the gates. The warm glory of afternoon sunlight made him start and blink his eyes. "Oh, roof!" he repeated in a voice of rapture. He was as though suddenly and joyfully awakened from a dark annihilating stupor. "Roof!"

He smiled up with a kind of doggily expectant adoration into the faces of his passengers.

 

 

 

Thank-you all so much for your help and patience with this - I could NOT have done it without your assistance, and it is very much appreciated! ^_^

 

 

 

Posted

Congrats i know trought what you went in order to make the conversion i've experienced something similar when i tried to convert an armor to 7b

Posted

Now, I'm not sure if I can fix this next part, but...

 

Take a look these two pics:

 

My Hide Mesh:

post-27796-0-42007600-1371384331_thumb.jpg

 

 

Vanilla Hide:

post-27796-0-20923500-1371384349_thumb.jpg

 

 

I need to add skirt bones! :)

 

Now, neither Caliente nor Exeter have done this in their vanilla replacer mods for CBBE/UNP (or have not done it on all armours), but I'd like to do it if it's possible. I can't find specific information or instructions on how to do it though - do you guys know? :huh:

 

Posted

hm skirt bones are beyond my horizon,all i know is, the distortion results from the blender weight paint script which fucks up the pelvis and thigh areas:(

 

the script works well for trousers...... but skirts have to be painted manually :o

 

mrtroublemaker should know how to,try with a pm.

 

ps:oh and congrats on ur working mesh,guess from now on its more addictive than pain to convert meshes :)

Posted

Okay - I am re-working my SeveNBase Hide Armour for the Original body. I decided that was a better "fit" for what I wanted in my game. It's my favourite from the current options, it looks great in-game, and it really is well made by the SeveNBase crew! :D

CrossCrusade's "cleavage" modders' resource version is what is seen here - the idea is that users of the Original body can just install my armours & CrossCrusade's meshes will simply appear when wearing certain armour items. Later this week I'm going to have a crack at converting a couple of standalone armour items for SeveNBase as a modders' resource - so watch this space! :)

 

3538713-1371522083.jpg

 

Posted

Yo! Very quick question people - I am currently putting together a simple custom armour (mashup, replacer) for SevenBase. While I was away, I spent time converting several items to SevenBase so I can use them, including the ragged prisoner pants. The thing is though - they clip through the Hide boots around the calves.

 

Now, I can solve the issue by altering the mesh (basically shortening the pants as the easiest option) easily enough - but is there a way to have the pants as they are but NOT clip when boots are worn? Does the game know how to do this (kinda like how hair vanishes o it won't clip through helmets, but will re-appear when the helmet is removed)?

 

I'm sorry if this sounds a little clumsy in terms of explanation - I'm sure there is a technical term for what I am describing, but I do not know it yet... :unsure:

  • 2 weeks later...
Posted

HEEEEEEEEEEEEEEEELLLLLLPP! :blink:
 

 

I have just encountered a nasty issue with body meshes in 3dsMax, and I cannot seem to work around it.

 

When I import a body with a skeleton it is deformed across the chest (bust deflating somehow) and down the right hand side (my left, looking at the screen). The deformation seen depends on the skeleton. I need to use XPMS, but it is currently causing problems.

 

See here - look at the right-side thigh, arm, and knee in particular (the problem is easily viewed in Max, harder to view in pics, sorry) :

 

post-27796-0-14261200-1373189844_thumb.jpg BODY IS BROKEN

 

post-27796-0-01410100-1373189892_thumb.jpg BODY IS FINE

 

This deformation only disappears when I remove the BSWeightDismember and Skin from the body. Visually, it does not appear if I click on "Editable Mesh", but the moment I click-off to select anything else, it appears again, unless BSDismember and Skin are REMOVED from the body mesh - which then prevents me exporting my armour .nif's as these values are required on the body mesh, but if I leave them alone & export it then means I have the problem body meshes embedded in the armour making a real mess!

 

I ***NEED*** to fix this quickly. The problem does not vanish on its own, and it is preventing me getting my SeveNBase conversions done! :(

 

 

 

 

*resumes running up and down the hallway with hair on fire, screaming and waving arms Kermit-the-frog style*

 

 

 

 

 

EDIT: ... problem solved. Somehow I had got the wrong file path happening for the skeleton, and Max was accessing the wrong skeleton file, hence the deformation. I had earlier learned about this, but did not yet know enough to troubleshoot it when I had done it by accident. Luckily, I was able to check on a second machine & spotted the error.

 

*extinguishes hair*

 

*defenestrates self*

 

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