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Edited schlong mesh in Blender, now its textures are shiny and broken


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Posted
1 hour ago, donnerwetter said:

snip...

 

Any ideas on what caused this and how to fix it?

Shiny is almost certainly a matter of settings in BSLightingShaderProperty and possibly shader flags.
As for the mesh - that's impossible to answer because nobody knows exactly what you did.

 

Short step by step guide: from Nif to Blender and back.

 

  •  Open Outfit Studio -> Import from Nif -> load your Nif
  •  Right click on the mesh (in the meshes tree) -> Export to Object (obj)
  •  Start Blender -> Import Wavefront (obj)
    Import settings:
    Keep Vertex Order
    Axes Z+ Up, Y+ Front

 

  •  After import, select Mesh -> Edit Mode -> Faces. CTRL+F -> Triangles to Quads.
  •  Do whatever you want to do.
    - Apply all modifier before export.
     
  • Export: In object mode -> select the mesh -> Export as Wavefront (obj)
    Export Settings:
    Axes, as described above
    Selection only
    (the rest can actually be left on default)
     
  • Open Outfit Studio and import the original mesh (like before).
  • Rename the original mesh (F2) and make it to Reference (right click on the mesh in the meshes tree)
  • Import your modified obj (file-> import -> from object)
  • Right click on Modified meshes in meshes tree -> Copy Bone Weigths
  • Select the modified mesh in the meshes tree ->File -> Export to Nif

     
  • Open the exported nif with NifSkope
    Set the settings for BSLightingShaderProperty, Shaderflags1, ShaderFlags2 and textures as in the original Nif (just open a second NifSkope window)
    Set the correct slot and don't forget the hkx (if available)


 

Posted (edited)
7 hours ago, Andy14 said:

Shiny is almost certainly a matter of settings in BSLightingShaderProperty and possibly shader flags.
As for the mesh - that's impossible to answer because nobody knows exactly what you did.

 

Short step by step guide: from Nif to Blender and back.

 

  •  Open Outfit Studio -> Import from Nif -> load your Nif
  •  Right click on the mesh (in the meshes tree) -> Export to Object (obj)
  •  Start Blender -> Import Wavefront (obj)
    Import settings:
    Keep Vertex Order
    Axes Z+ Up, Y+ Front

 

  •  After import, select Mesh -> Edit Mode -> Faces. CTRL+F -> Triangles to Quads.
  •  Do whatever you want to do.
    - Apply all modifier before export.
     
  • Export: In object mode -> select the mesh -> Export as Wavefront (obj)
    Export Settings:
    Axes, as described above
    Selection only
    (the rest can actually be left on default)
     
  • Open Outfit Studio and import the original mesh (like before).
  • Rename the original mesh (F2) and make it to Reference (right click on the mesh in the meshes tree)
  • Import your modified obj (file-> import -> from object)
  • Right click on Modified meshes in meshes tree -> Copy Bone Weigths
  • Select the modified mesh in the meshes tree ->File -> Export to Nif

     
  • Open the exported nif with NifSkope
    Set the settings for BSLightingShaderProperty, Shaderflags1, ShaderFlags2 and textures as in the original Nif (just open a second NifSkope window)
    Set the correct slot and don't forget the hkx (if available)


 

 

I just use the import and export addons from here to import/export SE nifs directly, and it hasn't really let me down before. And as for what I did, I moved some vertices around and added some more with subdivide. I've done very similar edits recently and I'm baffled why this happened this time around.

 

Edit: In case anyone wants to attempt an autopsy, here's the nif:

 

trx_3ba_Vaginaless_v2.nif

 

Edit; I also tried exporting this nif as an .obj from Blender, but it seemed to still be broken when imported into OS.

Edited by donnerwetter
Posted
8 minutes ago, donnerwetter said:

 

I just use the import and export addons from here to import/export SE nifs directly, and it hasn't really let me down before. And as for what I did, I moved some vertices around and added some more with subdivide. I've done very similar edits recently and I'm baffled why this happened this time around.

 

Edit: In case anyone wants to attempt an autopsy, here's the nif:

 

trx_3ba_Vaginaless_v2.nif 385.54 kB · 0 downloads

 

I only mentioned this in passing, but this kind of mesh should contain a controllable hkx - namely a sosmale.hkx or something like that.
This hkx is entered as BGED in Node BSBehaviorGraphExtraData.
I can imagine that this is why the plugin has problems and I have therefore described the conventional way, which always works

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