Guest Posted August 28, 2013 Posted August 28, 2013 Hello, I'm trying to do an item in Blender but I'm stuck. I follow a nice and well detailed guide, addressed in many places, and I already did some meshes for NV. But I admit I don't understand what I do when I export etc. , I simply follow everything in the guide and it works.  But now I'm doing a whole new mesh and it's made by many parts (many objects). I'm speaking about an item, it's not something to wear. Now I always did simple things so it was always a single object, and in this guide they make the example of a mesh with a single object too. After the export part, they open it on nifskope and they open a similar object too. They copy the Data over the vanilla item, then they copy the collision. As I said, I always did in this way and it was working but I don't know if it's really the right thing to do, since now my new mesh has more items, I find myself with many items in Nifskope, and I can't find a mesh with the same number of "pieces" to overwrite. Should I join those objects in Blender, first, maybe? But... if it's so... I suppose they all will point to a single texture file, and I have many files... So I'm wondering how should I proceed in this case, I'm really lost!!!  I hope I explained well what I mean... I thank you all very much!
Zeisan Posted August 28, 2013 Posted August 28, 2013 If you're going to use them as one object, you can export them as one. Simply select all before you export. If they are all individual objects they will have their own info and be able to be textured individually. It's like an armor, each piece can have it's own texture.
Guest Posted August 29, 2013 Posted August 29, 2013 Thank you for your answer. I was feeling I had explained bad what I was meaning, I'm really sorry. Let me make an example: Let's say I make a cube, in Blender it's seen as a single object. On the guide I usually follow, after exporting that cube, it makes me use nifskope to copy the NiTri node over a "Data" field of the NiTri node of a vanilla similar object. After that, I remove the vanilla Data and my new object will be present on the file of the vanilla one, then I create a new item in the GECK pointing to that nif file etc.etc.etc. In few words, in nifskope the guide makes me overwrite the "shape", the mesh itself, of a vanilla item, keeping all the other existing values. Now, let's say in Blender I make five cubes. On nifskope they'll appear as five different Ni Tri nodes, I can't do the same process because I can't find a vanilla item that has five nodes to replace in the same way. But as I said I saw that guide addressed in many posts about doing a new item for Fallout, so I was thinking that was the procedure I had to follow. I'm not lazy to learn a new guide, but everytime I look for things like that I always arrive to that guide or another guide that makes the same procedure (while digging, I remember I found a guide in LL too that was making the same procedure). So, well, this confuses me, there must be something else out there but I didn't find it, and since my Blender knowledge (and generally 3d things) is quite limited, unfortunately I can't figure a solution on my own
Zeisan Posted August 30, 2013 Posted August 30, 2013 Ah well then you have surpassed my experience then. I know there are blender wizards here on LL, can't think of any off hand.
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