Jayce Dimmer Posted December 27, 2013 Posted December 27, 2013 Hullo folks. Currently converting the DLC and vanilla equipment 'n' clothes not covered by Caliente for Bodyslide, but I've hit a snag with the falmer armour. The problem is that the falmer armour is not two-sided; when parts of the body are enlarged, the back of the armour is able to be seen through. If somebody could edit it so as to make it double sided, that'd be most helpful. I tried it myself in 3DS Max, but the textures were ignored by the .nif file so the armour turned out as a mass of grey. Thanks in advance.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 I believe I did, and it didn't make a difference. I'll go try it again. Tah. Edit: Whilst it does solve the problem of see-through armour, it completely buggers up the shadows. The request still stands. I'm trying to aim for 100% completion of the vanilla armours, so I'm in rather dire need.
Vioxsis Posted December 27, 2013 Posted December 27, 2013 http://www.mediafire.com/download/jlxhfzj44rgjzrh/falmerarmorf_1.nif Try that, i only edited the vanilla _1 mesh.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Many thanks. I've got one last little request There is a spike on the left breast plate which is disconnected from the rest of the armour; there's now a gap after modifying it to the shape of CBBE Advanced. Could you weld the vertice(s) for me? http://www.putlocker.com/file/36FA2F6EF21AF05D I'm most obliged, by the way.
Vioxsis Posted December 27, 2013 Posted December 27, 2013 Sadly i can't the spike is detached in the UVs So even if i weld them they will just be split by the exporter.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Hmm. Now that I think about it, the fur armour has a similar setup; bunch of vertices next to each other that are not welded. Perhaps move the vertices to their nearest neighbour? It would be the next best thing Edit: OOOOOH! You're using 3DS Max? Going slightly off-topic, which version (2011 32bit, 2012 64bit, etc.) and which nif plugin? I've never managed to get the whole nif importer thingie correctly setup.
Vioxsis Posted December 27, 2013 Posted December 27, 2013 http://www.mediafire.com/download/cqaux1t9r47lc7n/falmerarmorf_1.7z Snapped them into place. Yea i'm using max 2012 x64, with theru's version of niftools.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Yup! It works like a charm. Many thanks for that Edit: Ugh, got an issue with another armour; Ebonymail. A bunch of the vertices moved away from each other. Mind telling how you snapped the vertices? I tried toggling Snap, but it's rather inaccurate. I select one vertex and point it to another, but it's slightly away from the vertex I pointed it to. Edit2: Figured it out. Have to zoom in REAL close. Edit3: Great. Now 3DS Max crashes whenever I export. Ugh. Mind giving it a shot? http://www.putlocker.com/file/6889B8D966E65A50
Vioxsis Posted December 27, 2013 Posted December 27, 2013 Right click the snaps toggle and just put a check in vertex and uncheck all others.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Heh, yeah. I did that and the vertices were still off by quite a bit. Zooming in real close remedied that issue. But now 3DS Max crashes on import. I just selected the "Editable mesh" modifier, used the vertex snap and then exported. Did I miss out a couple steps?
Vioxsis Posted December 27, 2013 Posted December 27, 2013 No that pretty much it, what are your export settings? And is "use axis constraints checked? If it is uncheck it.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Axis constraints was unchecked. Funky. Export settings:
Vioxsis Posted December 27, 2013 Posted December 27, 2013 The settings are fine, i only have collision unchecked but that should make no difference. Is the skin modifier on the armour working (Bones in the bone list, the bones have proper weights assigned) And try deleting the BSDismemberSkin modifier and add a new one.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Hmm. I'm rather new to this, but won't I have to reskin the weights if I delete that modifier?
Vioxsis Posted December 27, 2013 Posted December 27, 2013 "BSDismemberSkin" and "skin" are 2 different modifiers. Skin is the one that has the weights. BSDismemberSkin is used in a few ways for skyrim, but it is form fallout too dismember the body. A none working BSD will crash max on export, so replacing it with a new one is worth a try.
Jayce Dimmer Posted December 27, 2013 Author Posted December 27, 2013 Oh, tah for that. New to all these shenanigans. I shall report back my findings. Edit: Yup, that works. If I had money, I'd probably give you a tenner for that help. Just this lil' thread has allowed me to get Nifs working with 3DS Max. In only half a day, no less! Kor. I feel powerful.
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