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Modding Armor for CHSBHC BBP tutorial for 3ds max


CherryHotaling

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Posted

Pre breast is wrong bone. Delete it. And you don't have to attach bones by yourself, you need to copy the body skin modifier to the objects, so the object will move like the body parts. So forget about adding bones by yourself at least for now.

 

Reasons why your game crash.

Nialpha in not the second in the block list

names of children are different (rename all the objects to fix this)

you are using exported from 3ds Max BSLightingShaderProperty (even if it got 9 texture lines the game will crash)

 

or you mess up with bones, but it hard to do and there is no easy working solution except of returning to the previous version

 

Posted

Yes make sure that you click the skin from BBP body and copy it over. I always export the body and armor together, reimport then copy. IF you dont delete the skin thats on the armor FIRST then you will have duplicates and it will crash your game. Make sure you smooth with grouping 2 everytime on everything.

 

And make sure all armor components are in the right order in nifskope. They have to match between 0 and 1 bodies. After you have assigned all the shaderproperties and save it should all line up. IF they don't then copy the branch that is out of order and paste it on the Main Ninode (should say scene root) to the right of the entry somewhere. This will bring the whole tree of the item you copied to the BOTTOM of the stack. Sort accordingly.

 

Side note: Make sure when you export to remember which order you click select all the parts, this keeps nifskope sorted. And make sure you click "export selected" you dont want unecessary crap from 3ds going with it.

 

 

 

 

Posted

Hi!

 

First off, thank you so much for this tutorial. It is super easy to understand and if even a 3D mesh idiot like me can understand it, anyone can. :)

 

I am having trouble with part 4, preparing the mesh for export on my second conversion. I am trying to convert 2pack's DRMA wolf armor to my custom CBBE V3 body and whenever I copy the skin modifier from the body to the sleeves and the leggings, those portions of the mesh disappear from my scene. What am I missing?

 

Any input would be greatly appreciated. Thanks so much!

Posted

RE: Modding Armor for CHSBHC BBP tutorial for 3ds max

 

(03-11-2012 10:21 AM)joosebox Wrote:

(03-11-2012 09:34 AM)Allown Wrote:

(03-04-2012 10:04 PM)teals03 Wrote: @allown and wnxmegax: Is the armor exploding at the min and max ends of the sliders? Or is it just exploding when the slider is between those two points.

 

Its exploding at all points. Tried to copy/paste the entire branch of clothes and skin, and also tried just changing the order of "children" while it does put the stuff to the bottom of the list like the original. Nifscope might just hate me cause upon saving the file it still switches them to the top of the list. Figured I'd toss em up maybe having a look at them would help figure out what I've been doing wrong

I looked at both meshes. The Nitri and shader nodes all look in good order so thats not the problem. It could be that you didnt delete and replace the nialpha node. You have to delete the one from exported armor and replace it. But cherry mentions that in FAQ.

 

I did notice that the left arm on BOTH meshs had some geometry problems. It was missing vertices. THAT is your problem. Any discrepency between verts between the two meshes will wreck the whole thing.

 

After alot of trial and error i figured out how to do this pretty much everytime without error. (you still get some mesh problems SOMETIMES but mostly because of the nature of the "jiggly skeleton", the worst problem just being slight deformation on clothing parts, not the kind of artifacting you are encountering.)

 

1. Open skeleton max file. Import femalebody_0 (i start with small size first)

2. Import the clothing you wish to modify

ALWAYS IMPORT IN THIS ORDER or it will make editing nif WAY harder later.

3. Before you even alter anything, click on the body FIRST then click the clothing. Export as you normally would in final step.

4. Open clean skeleton max file, then import the mesh you just exported. This fixes weird movement/distortion bugs when you copy the skin data.

5. NOW go and edit the mesh as needed. Cherry mentions the relax option and stuff but I've never needed it as Skyrim Meshes are rather low poly anyways. SO to keep it simple just edit like normal. I would seriously suggest freezing the body to avoid messing it up.

6. After all that is done export the body and clothing mesh just like before (UNFREEZE BODY FIRST) and re-import it just like before. (this step isnt always needed but I do it just in case to be safe and avoid redoing anything)

7. After this. click editable mesh on the BODY not the clothing and add the smooth modifier with 2 selected as number group. WHENEVER YOU SMOOTH MAKE SURE EDITABLE MESH IS HIGHLIGHTED.

8. After body is smoothed click the skin part and copy it.

9. Then select the clothing and delete its skin file.

10. Then click editable mesh on the clothing and paste the skin you already copied from the body.

11. Then click editable mesh on clothing again and smooth it using 2 as number group again.

If all went well the clothing and body will be smoothed and the modifier/skin will be in the right place and right order.

12. Click the body THEN the clothing and export.

13. Edit nif by copying shaders and stuff. (make sure you copy shader stuff from appropriate bodies too, 0 for 0 1 for 1)

 

Done.

 

If shader branches in the nif file are not in the right order (must be the same between 0 and 1) you can manual move the branch where it needs to be. To do this select the branch and hold ctrl and press up or down arrow. There might be simpler way to do it but I just moved every single branch and keep close eye on their order.

 

This has been explained before by other members but thought I would clarify a couple things and detail a bit more for the noobies. (haha I just started converting a couple days ago and now look at me)

 

I hope this helps. Unfortunately though allown, I'm pretty sure that conversion you did is trash. I tried to check it in max and the geometry is all messed up. Sorry bro, just keep trying you'll get it!

Well, after messing with your guide for a bit I still can't figure out how I got my armors sliders to work. What I mean by this is I recently converted an armor and my sliders were working but their was too much clipping so I tried to fix it. After I fix the clipping and got it back inside the game the sliders were broken but the clipping issues are now fixed. o.O The weird thing is all I used to fix it was the soft selection tool and I followed your guide, so I don't think any of the vertices were destroyed just by using the soft selection tool. Please help I really want to get this dress working properly.

 

 

THIS POST HELPS FOR MY! SORRY ABOUT MY ENGLISH!!!

Posted

What? It's not trashed, that's more of a problem with 3ds. Took a quick look at the 100 weight model. The main guide needs to be updated a little to use the skin wrap modifier, instead of just copying skin. Useful for sleeves or legs parts that extend to the hands and feet.

 

Anyways, the standard would be to import the body, hands, feet, and head (if you have earrings,hats,hair,etc.) of the body you wish to convert the body too.

 

2. import armor ( do cuirass, gauntlets, boots, helmet separately so you won't get confuse when it's time to export.

 

3. delete all skin modifiers.

 

4. Adjust each mesh to "fit"(probably not necessary in your case)

 

5. click on Edit mesh

click on the drop down arrow next to modifier list text box

 

 

 

6.Select "skin wrap"

 

 

7. Click on "Add"

 

 

8. You can either click on the mesh you the skin data from,

 

 

 

or click on select by name icon in top left, and pick from the list

 

 

 

put a check next to "weight all points", and select convert to skin.

 

 

*NOTE***

If parts of the armor mesh extend to the hands or feet. Add the female feet/hand in the skin wrap box along with the body.

 

9. New skin modifier will be created. Delete the left over skin wrap modifier.

 

10. Add smooth modifiers as necessary.

 

11. Export.

 

I've included the max file of what you were working on.

 

Posted

Sorry guys but I has a noob question, its not exactly related to CHSBHC but I suspect the process should be similar.

 

So i'm trying to port cloths from oblivion, but the original oblivion mesh doesn't align properly with the skyrim body mesh, how can I fix that?

 

THanks!

Posted

Endiness: I'm also trying to make a conversion of that armor, and while I've had success with this tutorial with the prisoner clothes and a couple of other armors (and by success I mean getting it in game without crashes, just some clipping and such which I have no idea how to fix), this one has me stumped. The chest armor being split into 11 parts is kind of confusing. I manually adjusted the mesh to fit the body (it wasn't too much work for 100% weight because the body is 90% similar), replaced the skin modifier with the ones from the body, added smooth, exported, copied over the shaders in nifskope, but then when I got into the game and moused over the armor in the inventory, game crashed. I'm not sure what I did wrong really.

Posted

exported my own file for a quick look.

Alpha properties

 

This:

 

 

Should look like this, or else it'll crash:

 

 

I don't think Skyrim makes use of NiTexuringProperty, NiMaterialProperty, NiSpecularProperty, or NiStencilProperty. Remove them if you see them.

 

 

--Merging meshes--

To many parts?

 

 

1. Click on any mesh you want to start merging from. While having editable mesh modifier selected, scroll down to Edit Geometry section.

 

 

2a. Click the Attach button and point to and click on the the mesh that you include in the mesh, OR

2b. Click the attach list button and select the object from list, then click attach.

 

 

3. click on the "match material to materialIDs" radio button and click ok.

 

 

4.Repeat as Neccessary.

 

 

 

NOTE: If you merge 11 parts into one, you will still get 11 parts on export. All parts will have names based of parent mesh. You'll need an original nif to figure out what is what for copying shaders.

 

Left:Original Right: Everything merged as one

 

 

 

 

WARNING: This can cause 3ds Max to crash on export.

 

How to fix:

1. Obvisouly you need to redo skin and BSDismemberSkinModifier.

 

Crashes:

1. Remove BSDismemberSkinModifier. Add the modifier back again, but don't do anything else i.e. (don't select the mesh causing it to turn red; make sure nothing is highlighted in red for the modifier)

 

2. If it still crashes, then export the mesh without the BSDismemberSkinModier altogether, Skyrim can still load it into the game without it.

Posted

 

What? It's not trashed' date=' that's more of a problem with 3ds. Took a quick look at the 100 weight model. The main guide needs to be updated a little to use the skin wrap modifier, instead of just copying skin. Useful for sleeves or legs parts that extend to the hands and feet.

 

Anyways, the standard would be to import the body, hands, feet, and head (if you have earrings,hats,hair,etc.) of the body you wish to convert the body too.

 

2. import armor ( do cuirass, gauntlets, boots, helmet separately so you won't get confuse when it's time to export.

 

3. delete all skin modifiers.

 

4. Adjust each mesh to "fit"(probably not necessary in your case)

 

5. click on Edit mesh

click on the drop down arrow next to modifier list text box

 

 

 

6.Select "skin wrap"

 

 

7. Click on "Add"

 

 

8. You can either click on the mesh you the skin data from,

 

 

 

or click on select by name icon in top left, and pick from the list

 

 

 

put a check next to "weight all points", and select convert to skin.

 

 

*NOTE***

If parts of the armor mesh extend to the hands or feet. Add the female feet/hand in the skin wrap box along with the body.

 

9. New skin modifier will be created. Delete the left over skin wrap modifier.

 

10. Add smooth modifiers as necessary.

 

11. Export.

 

I've included the max file of what you were working on.

 

 

[/quote']

And why we need to do this?

 

 

Posted

Uh...saves time instead of splitting meshes that extend past the wrist or lower calves.

 

Ex: Add body and feet weighting to panty hose so it won't clip at the feet due to lack of weighting for toe and foot bones.

 

You could probably copy skin from both body and feet, and paste them to the panty hose. Just never tried it myself.

Posted

if you didn't set the correct texture path you need to do that in nifskope.

ALso don't forget BSlightingshaderproperties? (or something likethat), you need to tweak it.

Posted

Any tips for testing? I'm loosing way to much time going back and forth from the game to Max. I've gotten slightly better with experience and F4. Figured I could just move and bend the bones around in max to see anything will clip. I will do this from now on, but I can't think of anything else.

  • 2 weeks later...
Guest wnxmegax
Posted

Hi everyone, I been modding for awhile now and this error always puzzles me. I have no Idea how to fix it or what it is I been trying to convert another armor from oblivion to Skyrim. Though, I seem to get this results every now and then it is very frustrating.

1zceteo.jpg

Guest wnxmegax
Posted

Something in nifskope Skyrim doesn't like?

 

 

 

Ahh yes I seem to have fix the problem in nif but now when I put the armor on the game crashes I even tried to view it in creation kit and I get the following error Textures:Base meshes\menace.nif: bottom:4 is missing an environment map. I have no idea what this is.

Posted

Bshader has wrong shader type? probably some wrong flags too if thats the case. You probably still need to remove some properties used by oblivion to stop the crashing.

 

 

Posted

So if I own Maya am I screwed? I'm just learning the skills and wanted to see what I could come up with... but I don't own 3ds max.

  • 2 weeks later...
Posted

Is it just me or are the images for the tutorial missing? I am trying to follow the tutorial but not having pics to compare to is making it difficult.

Guest Donkey
Posted

anyone know why when using the export the file is only 1kb ?? i used ctrl a to select everything but somehow the file do not export correctly. Actually it does not even export at all.

Guest Donkey
Posted

crap i think i installed in the wrong damnn folder.. program files (x86)

If i reinstall it can i still switch to different direcoty without internet access ???

 

Darn still no dice.. the file exported is just still 1 kf.

 

Can someone point me in the right direction. because what ever happens the kf will keep itself to 1kf. :( i don't think blender ever gave me so much hassle.

 

Also the tutorial mentions you need to select all but when i click on ctrl a all i get is an error saying nodes with duplicate name not allowed. ctrl q works correctly but if it says select all then i take it the tutorial means ctrl a and not ctrl q

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