fifteenspades Posted October 27, 2013 Posted October 27, 2013 So i am working on a mod for a bicurious shield ~http://www.loverslab.com/topic/22210-wip-shield-that-thinks-its-a-sword-silly-shield/?do=findComment&comment=552280~ And atm i am just trying to get the shields to be in the right position if you just go into the CK and change the model of sword to vanilla shield.nif you get this So i tryed to flip it in 3dsMAX and that didn't work after 3 days of moving it again and again and again i got it to move finally but the wrong position T_T And now i am at a point where no matter what i do when i try and change the Model in CK either A. CK Crashes B. I get marker error Now when i compared vanilla .nif shield in Nifskope to my new edited shield everything was teh same except BS invs marker but i don't care if it doesn't show in the inventory properly, that shouldn't cause it to crash should it? Either my import/export settings are wrong, or everything else is wrong Just stuck at the moment and kimbalee has been a great help but i don't want to rely on him too much would feel wrong so would appreciate any help anyone has. 3dsMAX Import/Export Settings i use Here is what i did at first, trying to place the shield directly in the hands and that didn't work And here is what i am currently trying, since the Vanilla shield.nif the shield is sitting on the ground i just rotated it 180 after importing the XPMS max skeleton and UNP body. However idk if this works or not because it keeps crashing in the CK. [/url] Am i somewhat close? or super far off in anything i am doing really new to this side of modding. And should i be editing the firstperson shield.nif as well? or just the shield.nif
Bootaka Posted October 27, 2013 Posted October 27, 2013 Open up that working one in your first pic with Nifskope, Right-Click the Shield NiTriShape select Transform/Edit, set R to 180º Right-Click the NiTriShape again Apply, ignore warning, save.
Khiropter Posted October 27, 2013 Posted October 27, 2013 Also delete those 100 at weld vertex and leave it 0.0
Vioxsis Posted October 27, 2013 Posted October 27, 2013 http://www.mediafire.com/download/p3bv5b1x14vo3z8/Test.nif In nifskope i removed the NiTriShape from the sword nif and pasted a shield NiTriShape straight into the sword nif, it lined up pretty well.
fifteenspades Posted October 27, 2013 Author Posted October 27, 2013 @ Vioxsis thank you!!! that worked almost flawlessy and with no effort you do have to rotate the shield 180 degrees though or you end up like my first pic ( ty bootaka for that ) Idk if this works with all shields, will test it out though. @ Khri should i always do that with anything? none of the tutorials/guides i have watched/read really explain what Weld Vertex is at all. Should i also be doing the same thing to 1stpersonshield.nif? or is just editing the shield.nif fine.
fifteenspades Posted October 28, 2013 Author Posted October 28, 2013 So some people have been requesting the ability to Dual Wield Shields, just be a shield warrior i guess? Shieldatron? Shieldasaurous? And i am working on the animations to make it look plausible but i have zero clue how to get Kill moves to work on them? any thoughts? ( was thinking normal shield kill moves/ 2h hammer kill moves would work best )
Guest kimbale Posted October 31, 2013 Posted October 31, 2013 So some people have been requesting the ability to Dual Wield Shields, just be a shield warrior i guess? Shieldatron? Shieldasaurous? And i am working on the animations to make it look plausible but i have zero clue how to get Kill moves to work on them? any thoughts? ( was thinking normal shield kill moves/ 2h hammer kill moves would work best ) I prefer Juggernaut. Who needs pesky weapons if you can just run down your enemies like a battering ram. I'll check out those anims, maybe i can help with my opinion. Dunno if this is considered crossposting, but i'd post this same post over at http://www.loverslab.com/topic/22210-wip-shield-that-thinks-its-a-sword-silly-shield/ . I actually flipped a coin.
Guest Posted November 2, 2013 Posted November 2, 2013 import collision is more or less useless, better create one new wireframe with convex or box shape half of mesh size and manualy edit it in nifskope, max importer/export with skyrim only works with basix shapes as of now, for skyrim, not tristrip or packed ones. only one at time, u can create more of shapes inside in nifskope but exporting alot of basic col shapes from max makes ure game crash
fifteenspades Posted November 3, 2013 Author Posted November 3, 2013 Okay so i was going to mess with my animations i had made to tweak some things according to some dark souls videos and now i have a problem of where When loading any animation it has almost 1000 frames added too it and all my keys are just jacked. This also applys to Vanilla animations a simple animation where it's maybe supposed to be 30 frames becomes 1.3k and then it starts and ends somewhere b/e 1270 and 1300. any clue on what i did or why it hates me lol edit : everytime i import the same animation it increases the frames count by 1kish, 5k frames is a little ridiculous to work with ~.~
Guest Posted November 3, 2013 Posted November 3, 2013 you need to tick in the box clear frames each time you import an animation if u want fresh frames if not they just get added to existed animation, in max u got the ability to merge animation 2 dunno about blender
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