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Need help with a head mesh


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Posted

Hey all

 

Title states the issue, I'm trying to create a new race, and I'm using a custom head mesh to test it out. When I apply it in Geck there is no mesh, other than the creepy eyes and mouth floating in mid air.

 

I may have failed at re-rigging the model, or a number of other things. I've looked at a number of tutorials, but haven't encountered one that addresses my issue specifically.

 

This skeleton was used: http://www.nexusmods.com/newvegas/mods/?id=56657

 

I tried rigging it to the the 1rst person skeleton as well, but didn't have any luck.

 

The files are for an updated version of the fox race mod: http://www.nexusmods.com/newvegas/mods/55823/?

 

If anyone wants to take a look at files themselves I would appreciate it! =)

Posted

In Nifscope, look at the NiTriShape and make sure it is named FemaleHead (or HeadMale for men)

 

Below the NiTriShape, look at the BSShaderPPLightingProperty in your head nif.

 

Shader Type is SHADER_SKIN

 

Shader Flags are SF_Specular, SF_Skinned, SF FaceGen, SF_Remappable_Textures, SF_ZBuffer_Test

 

The head not showing up in the GECK might be due to the wrong Shader Flags.  SF_Skinned is used for all body parts and clothing/armor.

 

If you get weird lighting effects in-game or if the skin looks funny, back in the nif right click the head and go to Mesh and Update Tangent Space.

Posted

In Nifscope, look at the NiTriShape and make sure it is named FemaleHead (or HeadMale for men)

 

Below the NiTriShape, look at the BSShaderPPLightingProperty in your head nif.

 

Shader Type is SHADER_SKIN

 

Shader Flags are SF_Specular, SF_Skinned, SF FaceGen, SF_Remappable_Textures, SF_ZBuffer_Test

 

The head not showing up in the GECK might be due to the wrong Shader Flags.  SF_Skinned is used for all body parts and clothing/armor.

 

If you get weird lighting effects in-game or if the skin looks funny, back in the nif right click the head and go to Mesh and Update Tangent Space.

 

Thanks for pointing out the labeling! It was set as Head_female in the strips section (don't see shapes or shaders for that matter).

 

Still doesn't work however. :s

Posted

Rename NiTriStrip to NiTrishape.  Strip is only used for static objects, clutter and animated objects.

 

Is BSShaderPPLightingProperty present in the nif?

Posted

Rename NiTriStrip to NiTrishape.  Strip is only used for static objects, clutter and animated objects.

 

Is BSShaderPPLightingProperty present in the nif?

 

Dug around and there isn't a BSShaderPPLightingProperty made. All I have is meshes rigged, nothing more.

Posted

Okay, give me a minute to set this up and I'll walk you through adding a BSShaderPPLightingProperty and assigning the values and flags.  It isn't hard to do.

Posted

Okay, give me a minute to set this up and I'll walk you through adding a BSShaderPPLightingProperty and assigning the values and flags.  It isn't hard to do.

 

Thank you! I'm a newbie to all of this. :)

Posted

Okay, I'm going to explain this and it will be choppy so you can read it easily.  :P

 

Right click the NiTriShape and go to Block/Insert/Bethesda

Find and select BSShaderPPLightingProperty (it should be in the middle of the righthand column)

 

Now you can assign the shaders and flags manually OR copy that info from the vanilla head mesh.

To copy it, in the vanilla head mesh right click BSShaderPPLightingProperty and Block/COPY (NOT copy branch)

In your nif, click on the BSShaderPPLightingProperty you just added and Block/Paste Over.

After that expand the BSShaderPPLightingProperty branch and find Texture Set.  There will be an arrow with a number.  That number needs to match the number BSShaderTextureSet your nif has.  By default on a vanilla head it should be 3.

 

If you don't have a BSShaderTextureSet you add one and fix it the same way you did the BSShaderPPLightingProperty.

Posted

Okay, I'm going to explain this and it will be choppy so you can read it easily.  :P

 

Right click the NiTriShape and go to Block/Insert/Bethesda

Find and select BSShaderPPLightingProperty (it should be in the middle of the righthand column)

 

Now you can assign the shaders and flags manually OR copy that info from the vanilla head mesh.

To copy it, in the vanilla head mesh right click BSShaderPPLightingProperty and Block/COPY (NOT copy branch)

In your nif, click on the BSShaderPPLightingProperty you just added and Block/Paste Over.

After that expand the BSShaderPPLightingProperty branch and find Texture Set.  There will be an arrow with a number.  That number needs to match the number BSShaderTextureSet your nif has.  By default on a vanilla head it should be 3.

 

If you don't have a BSShaderTextureSet you add one and fix it the same way you did the BSShaderPPLightingProperty.

 

 

Thanks for keeping it straightforward. =P Had no trouble finding any of the options. Unfortunately it still doesn't work, however, for some reason the vanilla female head mesh was labeled -1, and I get the error: "link points to wrong block type when I save the file."

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