Avalon24 Posted September 4, 2015 Posted September 4, 2015 Hi, I modeled a Cooking Spit mesh in 3ds Max, but I don't know how to get it into game. CK doesn't see it and I couldn't find anything on net about this. All tutorials are about custom armors, weapons, quests and followers, but I couldn't find anything telling me how to get a custom object like the one I made into game. All I want is putting my custom Cooking Spit mesh into game. Can anybody who has info about this tell me how to get a custom Cooking Spit mesh into game?
JRCosta Posted September 4, 2015 Posted September 4, 2015 Hi Avalon24. Did you export the file in .nif format?
Avalon24 Posted September 5, 2015 Author Posted September 5, 2015 Hi Avalon24. Did you export the file in .nif format? Yes I did. I can even open it with Outfit Studio, but when I open it in CK, it's shown as a big red triangle. Here is the mesh I created: SpitRoast.nif
Vioxsis Posted September 5, 2015 Posted September 5, 2015 There are few things wrong in the nif. 1. skyrim doesn't use 'NiMaterialProperty' so remove them. < probably the cause of the big red triangle. 2. the 'BSLightingShaderProperty' looks like it was added by the exporter and not copied from a working nif? 3. there is no collision data, with out it you will be able to pass through it. 4. the root should be a 'BSFadeNode' not a 'NiNode' 5. the mesh and collision should be nested in a 'NiNode' in the 'BSFadeNode'. That's all i could tell needs fixing at a quick glance. Not that its really a problem but is there a reason its in so many pieces?
Avalon24 Posted September 5, 2015 Author Posted September 5, 2015 There are few things wrong in the nif. 1. skyrim doesn't use 'NiMaterialProperty' so remove them. < probably the cause of the big red triangle. 2. the 'BSLightingShaderProperty' looks like it was added by the exporter and not copied from a working nif? 3. there is no collision data, with out it you will be able to pass through it. 4. the root should be a 'BSFadeNode' not a 'NiNode' 5. the mesh and collision should be nested in a 'NiNode' in the 'BSFadeNode'. That's all i could tell needs fixing at a quick glance. Not that its really a problem but is there a reason its in so many pieces? Ok, I guess I fixed the first problem, but I don't know how to fix the others. Can you please tell me how I can fix them, or maybe you do it for me? However, I prefer learning how to fix them. ^^ It's in many pieces, because I didn't think it would be much problem, so I left it that way. Here is the new .nif after fixing problem no1: SpitRoast.nif
Vioxsis Posted September 5, 2015 Posted September 5, 2015 A short how to it is then 1. done 2. Its simple, you delete the BSLightingShaderProperty on the exported model, then open a vanilla/working mesh (that is "made" of the same type of material as your model if possible) and copy its BSLightingShaderProperty and paste it directly into the NiTriShape (select the TriShape and paste). Then edit the texture path to the correct ones and edit any settings if you want/need to. 3. A collision will need to be made. http://tesalliance.org/forums/index.php?/tutorials/article/134-create-a-static-collision-in-3ds/< i used this one to learn a long time ago. http://www.darkcreations.org/forums/topic/3883-exporting-static-meshes-from-3d-studio-max-to-skyrim/?page=1there is also this one (2nd post). There are probably others somewhere but you will need to search for them yourself. 4./5. open the nif right click in a blank part of the block list then go 'block > insert > bethesda > BSFadeNode'. Click the fadenode and in the block details find "Num Extra Data List" change the 0 to 1. Then just below it is the "Extra Data List" click the green refresh arrow and then expand it. Add the number of the "BSXFlags" that is in the ninode (probably 2) Go back to the fadenode and scroll down to "Num Children" and do the same as you did above, but instead of "BSXFlags" add the "NiNode" to the "Children" list. And that should be it. Collision is probably going to be the hardest thing to do, so you can skip it for now and do the rest to see if it shows up ingame or not, then just do it after. Did you make the model? If so then what's with the UVs? You should make it one object and do the UVs properly so there's no stretching/warping and only uses one set of texture maps.
Avalon24 Posted September 5, 2015 Author Posted September 5, 2015 A short how to it is then 1. done 2. Its simple, you delete the BSLightingShaderProperty on the exported model, then open a vanilla/working mesh (that is "made" of the same type of material as your model if possible) and copy its BSLightingShaderProperty and paste it directly into the NiTriShape (select the TriShape and paste). Then edit the texture path to the correct ones and edit any settings if you want/need to. 3. A collision will need to be made. http://tesalliance.org/forums/index.php?/tutorials/article/134-create-a-static-collision-in-3ds/< i used this one to learn a long time ago. http://www.darkcreations.org/forums/topic/3883-exporting-static-meshes-from-3d-studio-max-to-skyrim/?page=1there is also this one (2nd post). There are probably others somewhere but you will need to search for them yourself. 4./5. open the nif right click in a blank part of the block list then go 'block > insert > bethesda > BSFadeNode'. Click the fadenode and in the block details find "Num Extra Data List" change the 0 to 1. Then just below it is the "Extra Data List" click the green refresh arrow and then expand it. Add the number of the "BSXFlags" that is in the ninode (probably 2) Go back to the fadenode and scroll down to "Num Children" and do the same as you did above, but instead of "BSXFlags" add the "NiNode" to the "Children" list. And that should be it. Collision is probably going to be the hardest thing to do, so you can skip it for now and do the rest to see if it shows up ingame or not, then just do it after. Did you make the model? If so then what's with the UVs? You should make it one object and do the UVs properly so there's no stretching/warping and only uses one set of texture maps. I skipped the collision part and did the rest and now it shows up in game. Tyvm! And now I should make it so that I can interact with it in game and adjust its placement with Jaxons positioner. Finally, I'll do the collision. Yes, I made the model. I couldn't fit all those textures in 1 map, so I made different maps. Even if there is a way to fit them in 1, I don't know how. Here is the last shape of .nif, I'd appreciate it if you check for any mistake in it. SpitRoast.nif
Vioxsis Posted September 5, 2015 Posted September 5, 2015 In the BSFadeNode scroll to "Flags" and set it to 14, i not really sure why but its what all the vanilla static meshes have it set to. And in the BSXFlags click the little flag on the "Integer Data" line, a box will pop open, the options will be self explanatory as to what they do. So you should be able to guess you don't need the 'skeleton' option enabled, probably only need the collision one on. You can remove the BSXFlags from the NiNode by changing the "Num Extra Data List" to 0, it probably won't cause any problems but its always a good idea to keep the nif clean and in order. And remember the collision gets added to the NiNode (though in some nifs its in the BSFadeNode) in the "Collision Object" spot. If your ever in doubt just open some vanilla static meshes and compare them. Yes, I made the model. I couldn't fit all those textures in 1 map, so I made different maps. Even if there is a way to fit them in 1, I don't know how. That's what UVing basically is, trying to get them all the same pixel density and packed together on one map. You should take some care in doing them, bad UVs can ruin a nice model.
Avalon24 Posted September 5, 2015 Author Posted September 5, 2015 Ty again, fixed them too. Now I'll have a look on those tutorials u wrote.
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