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Creating custom static, missing/invisible meshparts


BenChang

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Posted

Title

 

 
I exported as follows using 3ds max (with weld vertices set to 0):
export%20settings_1.png
 
The werewolf mesh lacks a body when it appears ingame.
 
What is a possible cause for this? It also displays without a body in the CK preview window:
problemmm.png
 
The part missing ingame is different from the part missing in the CK:
enb%202016_03_07%2017_46_13_69.png
 
This is what the export looks like in Nifkskope (with one of the parts that becomes invisible ingame highlighted)
 
2016-03-07%2008_06_57-TOOLS.png
 
 
What have I done incorrectly?
Posted

Check the shader flag in BSLightingShaderProperty. Skinned and static meshes using different shader flag.

 

Or just copy & paste BSLightingShaderProperty from any vanilla static meshes into your file, fix the texture path and set the shader into your liking.

Posted

Or just copy & paste BSLightingShaderProperty from any vanilla static meshes into your file, fix the texture path and set the shader into your liking.

I can understand the first part of instructions, but what does 'set the shader into your liking' mean?

 

Upon copypasta'ing the BSLightingShaderProperties, everything that previously did not show up still failed to (thought the eyes appeared but I was mistaken):

enb%202016_03_07%2022_16_45_91.png

 

 

 

Is it possible this has anything to do with the textures? I tried removing the _sk one but the body still did not show up.

 

 

 

qn.png

 

 

 

===================================================

Also:

 

How can I use a skeleton to displace the entire mesh without deforming it?

 

For example, this mesh:

moving%20meshes%20how.png

 

I want to move it up by quite a bit. Do I have to find the root node? What is an easy way of doing so?

 

 

Also, how can I modify skin textures manually such that they are the same color as a character I would see in game (for example, brownish skin, pale skin, and so on)?

Posted

 

I can understand the first part of instructions, but what does 'set the shader into your liking' mean?

 

Meant if you want to set into another variation that you want, like skin, reflection, shiny stuff etc. But since you were doing werewolf skin, i'd set as is or it will look weird.

 

 

Upon copypasta'ing the BSLightingShaderProperties, everything that previously did not show up still failed to (thought the eyes appeared but I was mistaken):

 

Is it possible this has anything to do with the textures? I tried removing the _sk one but the body still did not show up.

_sk wont have anything to do with invisible meshes. My guess it still shader flag issue, i take that you want make custom loadscreen. I've made some and it works fine ingame tho.  Upload the .nif with the invisible meshes (remove the visible one). Or you might want to look vanilla loadscreen and check how they set the shader.  

 

 

Also:

How can I use a skeleton to displace the entire mesh without deforming it?

For example, this mesh:

 

I want to move it up by quite a bit. Do I have to find the root node? What is an easy way of doing so?

Yes, go for the root node, should be close/exact place with pelvis bone. Dont know with 3DMax but if i remember correctly there should be a table that listed all the bones where you can easily pick which bone that you want.

 

 

Also, how can I modify skin textures manually such that they are the same color as a character I would see in game (for example, brownish skin, pale skin, and so on)?

My loadscreen was my nord character, i set the texture path same as working bodybase and the skin looks pretty close ingame. For other skin like elf or orc, idk but i think it has something to do with vertex color which i dont exactly know how to make that. But as i mentioned, you might want to have a look with vanilla loadscreen and imitate how they set the BSLightingShaderProperty. 

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