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Anyone want to try fixing this T6M mesh?


Fredas

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Posted

An old problem I had to deal with when I did my FO3 run a while back.  Now that NV has caught my attention again, I find myself dealing with the issue afresh.  In short: The Type 6M conversion of the "wastelanddoctor01" armor has a flaw which causes the normally hidden "meat caps" to be visible while the NPC is still alive:

 

(Left: Vanilla.  Right: Type 6M.)

YJ8i70w.jpg

 

I already tried comparing those broken nodes to non-problematic nodes in other meshes, but came up blank.  I don't know enough about what the various settings do and what Fallout expects.  I'm hoping someone with that knowledge will be willing to take a minute or two to flip whatever switches need flipping.

 

Here's the .nif by itself:

https://mega.nz/#!sYdh1YoT!kYMmqcxTawKAQMjQT1Y9YRqnwYqV2dKlQgYrq3ltpJI

 

Dr. Ada Strauss (pictured above): 000CE88C

 

Posted

Fixed some shader and alpha values, tested in game and working.

 

Thanks.  I see the changes you made.

 

The saga doesn't end there, it seems.  The changes to BDismemberSkinInstance (to eliminate PF_EDITOR_VISIBLE) seem to be all that's really needed to hide the caps, but they do underscore another issue: The entire partition list under each instance of BDismemberSkinInstance is fubared, basically as though that part of the conversion was simply left undone.

 

There are two in-game consequences.  First, if this armor loses limbs, it doesn't actually lose them - you get the blood splash but things remain intact, permanently.  Second, you can see in the image in the OP that the neck meatcap texture is wrong.  Unfortunately there is nothing in the .nif that seems to be pointing at the wrong texture, so the solution is going to be a bit more esoteric.

 

I've already tried increasing the number of partitions to 4 and adding in the missing details.  This gives mixed results in-game.  They lose limbs but the visuals are disjointed and wrong.  And I don't know where to begin with the neck texture issue.

Posted

Sorry no way of knowing you had decap limb issue from pic but try this one, re-rigged in blender just because. You could also just copy the relevant branches such as "upperbody" and "arms" to working base T6M body then delete base body branch all in nifskope.

outfitf_fixed2.7z

Posted

Sorry no way of knowing you had decap limb issue from pic but try this one, re-rigged in blender just because. You could also just copy the relevant branches such as "upperbody" and "arms" to working base T6M body then delete base body branch all in nifskope.

 

You certainly know your stuff.  Everything is 100% fixed.  Greatly appreciated.  (Well... the caps on the legs are a bit too high up, resulting in the torso versions being mostly hidden beneath the clothes and the leg versions having gaps between them and the dismembered legs.)

 

Now here is where I make a nuisance of myself and reveal that I mistakenly provided the default (non-BNB) version of the armor.  I'm going to try to plug in the changes you made and see if they transparently correct the BNB version, but just in case, here is the actual BNB iteration.  My apologies.

 

https://mega.nz/#!5Z0C0brZ!oH930ewBtEPl8yBFUumE89W2baCYLfXG59nNqqiRyvc

 

Posted

LOL I am mesh monkey and have minimal skills at best but still learning. The decaps is still a little of a mystery to me, I have this model working but it still has the pants overhang the decap portion slightly as you mentioned. I never noticed that much because i have decap turned way down in my game. If you compare the original vanilla mesh of this outfit you will notice the decap is slightly offset on the right leg and the decap is split into more shape nodes so this may be reason why the pants are off like that, if that makes sense.

 

I tried using nifty to fix but every time I use that the resulting mesh crashes my game, I have to run it thru blender to make it usable again, go figure. Blender does not seem to fix any of teh decap or recalculate it even though I have those settings enabled, I will ask another modder here and see if she knows anything about it.

 

I will look at it some more this weekend and see if i can figure out better way to fix but I have attached working model with slight decap offset.

outfitf_fixed_BB.7z

Posted

I will look at it some more this weekend and see if i can figure out better way to fix but I have attached working model with slight decap offset.

 

Thought I'd give an update now that I found some time.  Your latest file (of the BNB mesh) hides the meatcaps.  When dismembering, here are the results overall:

 

Legs (torso and limb): Invisible meatcaps in all cases.

Arms (limb): Apparently using the leg meatcaps, judging from the diameter.

Arms (torso) and head (torso and limb): Meatcaps exist but are the odd, grayish (wrong) texture you can for example see in my OP image (right side, neck area).

 

It's easy to imagine how this result came about, but I already know enough to recognize that I can't just tweak a few things in Nifskope and expect that to fix it.

Posted

Sorry, but that's the best there is since I don't know the proper procedure to create the decap, everything I have tried does not work or crashes the game. But I don't see the issues you are saying like invisible meatcaps and no you cannot use the leg ones on the arms. Below is picture in my game and other than the pants extending over the decap on the legs I don't see the problem.

 

EDIT:

 

Try this one, split and realigned caps based on Vanilla model, look better now around legs. I dont use T6 so never noriced before but T6 has 6 decap nodes combined into 4 so had to split in Blender, but ended up copying from vanilla model and realigned just in nifskope and seems to work properly. Not going to get much better than this. Sorry I don't see the odd color or missing caps, must be issue in your setup.

post-139201-0-55859000-1475429930_thumb.jpg

outfitf_BB_fixed3.7z

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