blabba Posted June 8, 2014 Posted June 8, 2014 So I decided to make a 'Joke' mod courtesy of this hilarious idea: If there would be HDT Fur on LL, it still wouldn't be the HDT Fur you would think about, meaning more likly south of the border HDT fur.^^ HDT pubic hair... interesting.... Who ever does that have to post it under the Nesux under the name "Public HDT Hair Project" to get as many people trolled as possible.^^ I got the HDT setup correct I believe, and it all looks good to me. In game, the HDT log says it loads my hdt/xml for the object correct. (I can't figure out HDT preview settings for the life of me, so I can't confirm the motion except in-game) I really think this here is a texture issue or something, not sure though. The nif file with the O in front is the Original mesh, and the other one is my edited version. All files taken off this mod: http://www.nexusmods.com/skyrim/mods/53578/? O_pubeBushy_1.nif pubeBushy_1.nif
myuhinny Posted June 8, 2014 Posted June 8, 2014 The first mesh in the Original mesh seems to have some mesh problems loading it up into nifskope it has lots of mesh stretching in it. It also seems the original has two texture paths one at #7 and the 2nd one at #37 the 2nd one only has the texture path at #8. Not sure if that is the cause or not.
blabba Posted June 8, 2014 Author Posted June 8, 2014 The first mesh in the Original mesh seems to have some mesh problems loading it up into nifskope it has lots of mesh stretching in it. It also seems the original has two texture paths one at #7 and the 2nd one at #37 the 2nd one only has the texture path at #8. Not sure if that is the cause or not. Yea I just did a quick check, the stuff in the original mesh and the extra branches out of the scene root in the original mesh are unnecessary and deleting them had no effect on how they showed up in-game. I can only assume they were just junk stuff not properly cleaned afterwards. I don't have the stretching issue you mentioned though. But then again I don't know how to make textures show up in nifskope. Their might be a possibility I messed up the weighting on it as well, but I'm really stumped on all this
myuhinny Posted June 8, 2014 Posted June 8, 2014 To get things to render in nifskope you load up the nif into it and go to render then settings then follow the path to where you have it at. If it is is your skyrim folder then you just have to follow the path to the data folder click it and hit ok this should render anything in nifskope unless the texture path is incorrect. If you place it into a folder on the desktop then you just follow the path to the folder on the desktop. If there is no data folder just clicking the folder before the mesh/texture folder should allow it to render in nifskope.
blabba Posted June 8, 2014 Author Posted June 8, 2014 GAH!!!! I feel like an utter idiot. Copying over the BSshader branch makes it show up in-game. Only problem is that it loses it's colour changing ability. Oh well, now that I can see it I can fix up my hdt movement. 1 step closer to finishing my first joke mod. And by extension, HDT enabled fur I guess. edit: I attached my new version of the working (well it shows up in-game) mesh. I'd like to leave this line of questioning open to see if anyone can tell me what I'm doing wrong and how to re-enable the colour changing properties back. The pubic mesh is supposed to be the same colour as the hair mesh. pubeBushy_1.nif
myuhinny Posted June 8, 2014 Posted June 8, 2014 Wouldn't you just have to paste the BSLightingShaderProperty branch as well? If you paste the BSShaderTextureSet branch into it it would seem logical that you would also have to paste the BSLightingShaderProperty branch into it as well. Not sure though.
blabba Posted June 8, 2014 Author Posted June 8, 2014 Wouldn't you just have to paste the BSLightingShaderProperty branch as well? If you paste the BSShaderTextureSet branch into it it would seem logical that you would also have to paste the BSLightingShaderProperty branch into it as well. Not sure though. My knowledge of nifskope and appropriate names fail me. That is indeed what I did, but now all I get are black pubic hairs that do not change colour
myuhinny Posted June 8, 2014 Posted June 8, 2014 I have had black outfits before when I used photoshop to cut out parts of a outfit then saved it and added NiAlphaproperty to the outfit. In nifskope the armor looked correct in game the armor was black where the outfit texture was cut out at. I then took texture file threw it into gimp and used overwrite .dds file in game outfit was now looking correct instead of black in the cutout area. I think it has something to do with how photoshop saves a .dds file. Nor sure what is causing the black in your nif though.
blabba Posted June 8, 2014 Author Posted June 8, 2014 xD I really am dumb. Turns out copying that branch did work fine and that when I re-exported the mesh, I forgot to delete vertex normals from the nif xD. Which caused lighting to be messed up and gave me the weird black colour in dungeon room. Anyway, for those of you who want to see the fruition of my 1 hour joke mod: http://gfycat.com/GloriousAnguishedHarvestmen The gif sucks as I couldn't figure out how to take one while moving. It's got movement while jumping/running but overall it sucks. I'll probably re-do it more properly when I finish CITRUS.
myuhinny Posted June 8, 2014 Posted June 8, 2014 It's alive swat it quick before it gets away. Grats on finding out what was wrong looks good.
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