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Need Experienced modders help, .tri files


Guest LogicFoxX

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Guest LogicFoxX
Posted

*EDIT* Okay, figured it out. Still have the question of how to edit certain things. I do still have a question about hair meshes. Creation kit says my .tri file is empty. Maybe I'm doing this wrong but I have created my mesh in zbrush, exported to .nif and .obj

Then I use blender to export it to a .tri. So, my .tri isn't empty but am I not doing something right?

Guest LogicFoxX
Posted

Thanks, that did help. And I've read a little more about skyrim quirks. Apparently it hates importing and exporting .obj files. So, yea trying to learn how to use blender because z-brush doesn't do tes5 .nif files :\ I'm having an issue with exporting in blender with UV sets to zero though and no textures :P Why bethesda, whyyy

  • 2 weeks later...
Guest LogicFoxX
Posted

Well, this really helped me learn blender.
http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/

 

Not use to to nif and tri files though. So far, what I've learned is nif hold data for game type, version, vertices, 2d planes (faces) and their texture, normal/skin/diffuse/specular textures, alpha blending (transparency), skinning partitions (defines which vertices move to accompany movement, such as skin stretching when the arm bends), and I guess some other stuff, lol

And this is helping me understand tri's (Different locations of vertices of the parent nif, nif with the same name)

http://silgradmodding.org/forum/index.php?page=Thread&threadID=12571

 

Apparently, they morph the mesh points to make animations, expressions, races, and what not


What I don't understand, is how the game converts the two shapes (original nif and the new morh tri) in a smooth movement. But, eh, I'll go with it. I also don't understand how to map all verticies to uv sets because in my exported nifs, all the uv sets are 0,0. Buuut working on it :P

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