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Help with helmet deco mesh causing either crashes or stretches out


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Posted (edited)

My helm's deco either stretches out or causes the game to crash. I tried reweighting the mesh and it still cause those problems. The helmet I got it from Waalx Gladiators and the deco I got it from the Greek hero armor mod.

Helmet.nif

Edited by plotmaster
Posted

A skin partion does not have NiSpecularProperty. The head part in your nif.

 

Everything else is OK. No stretches or crashes.

? I used some dummy textures to test it. Maybe you have missing textures? Wrong/missing textures can cause displaced or stretched nif parts.

The nif I have tested in game

Helmetxx.nif

 

Only problem is the head part.

It is set to

NiTriShape  name is UpperBody

NiMaterialProperty  is Skin

So in game the Upperbody texture of the race is used that is set in the race esm/esp ( the NiSourceTexture  textures path in the nif will be ignored )

Good for all vanilla races and new races that have vanilla textures ( dds files: upperbody, Leg, hand, foot dds)

 

But most new races only have HGEC and Roberts male textures. ( HGEC: foot , hand ;  Roberts: foot )

In most of these race esp the textures path of upperbody and lowerbody is a vanilla textures path, and then in game the head part of the helmet has a different skin color.

 

So if you use new races with with HGEC and Roberts textures I would change the NiTriShape  name to foot (so it works with Roberts-male and HGEC-female)

Helmetxxx.nif

But you may have toenails on the neck !

 

Best you change it to a no-skin texture, maybe chainmail.

NiTriShape  name chain

NiMaterialProperty  name material

NiSourceTexture   path to a chainmail texture

Posted
On 9/27/2022 at 4:08 AM, fejeena said:

A skin partion does not have NiSpecularProperty. The head part in your nif.

 

Everything else is OK. No stretches or crashes.

? I used some dummy textures to test it. Maybe you have missing textures? Wrong/missing textures can cause displaced or stretched nif parts.

The nif I have tested in game

Helmetxx.nif 218.01 kB · 1 download

 

Only problem is the head part.

It is set to

NiTriShape  name is UpperBody

NiMaterialProperty  is Skin

So in game the Upperbody texture of the race is used that is set in the race esm/esp ( the NiSourceTexture  textures path in the nif will be ignored )

Good for all vanilla races and new races that have vanilla textures ( dds files: upperbody, Leg, hand, foot dds)

 

But most new races only have HGEC and Roberts male textures. ( HGEC: foot , hand ;  Roberts: foot )

In most of these race esp the textures path of upperbody and lowerbody is a vanilla textures path, and then in game the head part of the helmet has a different skin color.

 

So if you use new races with with HGEC and Roberts textures I would change the NiTriShape  name to foot (so it works with Roberts-male and HGEC-female)

Helmetxxx.nif 218.01 kB · 1 download

But you may have toenails on the neck !

 

Best you change it to a no-skin texture, maybe chainmail.

NiTriShape  name chain

NiMaterialProperty  name material

NiSourceTexture   path to a chainmail texture

I see. How do I add a skin partition and NiSpecularProperty if something like this happens again?

Posted

You don't add NiSpecularProperty, you delete it. A body part (hand, body, foot, head) never has NiSpecularProperty

 

Oh I meant Partition not Partion :classic_blush:  The whole skin part  (NiSkinInstance, NiSkinData, NiSkinPartition) of the NiTriStrips/Shape.

 

Spoiler

p1.jpg

 

 

 

To see what Properties are in a part of a Nif you click on NiTriStrips/Shape and then you see the Properties of that part in the Block Details Window.

 

Spoiler

1 click on NiTriStrips/Shape

2 you see the Properties of that part in the Block Details Window.

 

p2.jpg

 

 

 

Do delete the NiSpecularProperty you have to "split" the Properties.  After that you have to save the nif.

p3.jpg

      

                      !!! Now you must save the Nif !!! 

 

 

Now each part of the Nif has its own properties and you can delete one.

p4.jpg

 

 

Save and done.

 

 

 

 

 

To add new Properties  like NiStencilProperty or NiAlphaProperty

Spoiler

 

p5.jpg

 

 

To add new Skin Partition you  right click on NiTriStrips/Shape

Then "Block"

then "Insert"

then "NiS...  "

and there you find NiSkinInstance, NiSkinData, NiSkinPartition

 

You do it 3 times to add all 3 to your NiTriStrips/Shape

 

Then you click on NiTriStrips/Shape and add the NiSkinInstance

Spoiler

p6.jpg

 

 

Now you have to connect the 3 skin parts,  NiSkinInstance, NiSkinData, NiSkinPartition.

You click on the NiSkinInstance

Spoiler

p7.jpg

 

done

 

But the 3 "Skins" ( NiSkinInstance, NiSkinData, NiSkinPartition ) are all empty you have to reweighting the mesh or only the part with the new skins.

I don't know Blender or 3Dmax I use MeshRigger. 

The reweighting connects the new part to the bones.

 

This way you can use parts from other meshes as armor, clothes, amulet, ...

You can weight static, misc item meshes.

Spoiler

Retextured gold coins for the eyes. The cucumber slices on the body are from a pasty-piercing mod, only retextured . Only the gold coins are moved to the right postion, then retextures and weighted. ScreenShot24x.jpg

 

 

 

 

 

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