Monsto Brukes Posted August 20, 2012 Posted August 20, 2012 does anyone know what the full process for getting a completely original outfit from 3ds max into skyrim? I do all the skinning and know the bslightingshader fix, but this really only works for conversions of existing outfits. if i'm doing something original, it never works (meaning it gives a red triangle). anyone?
shataq Posted August 20, 2012 Posted August 20, 2012 Find to Nightasy videos to Nexus... http://skyrim.nexusmods.com/mods/19249 http://www.youtube.com/user/NightasyTutorials?feature=mhee
Monsto Brukes Posted August 20, 2012 Author Posted August 20, 2012 Yeah ive watchedmost of those tutes, and theyre great for using max. But once the creation process is complete, theyre not much on what specifically needs to be done. For example, i found out about the BSLightingShader known issue and fix from a different site while i was watching those videos.
Vioxsis Posted August 20, 2012 Posted August 20, 2012 Have you deleted the NiMaterialProperty? In the NiTriShape.
Monsto Brukes Posted August 20, 2012 Author Posted August 20, 2012 yes. as part of the 'building' of the bslightshaderproperty, i deleted that. I've changed CLAMP_T_CLAMP_S to WRAP_T_WRAP_S and uv scale to 1. I've changed numtextures from 6 to 9, and the nif is in the right place in skyrim/data/meshes(/armor/daedric/f) with the assigned textures in the right path. no, it's clearly something i'm missing in Max. Is there a resource somewhere that says specifically what you need to do in max for export? videos are great and all, but a step by step list is much better for this kinda thing.
Vioxsis Posted August 20, 2012 Posted August 20, 2012 http://www.loverslab.com/showthread.php?tid=4514 That is where i learned how to export, amongst other things.
anubis Posted August 20, 2012 Posted August 20, 2012 from what i experienced with meshes modding stuff. red triangle is more about the game cannot locate the mesh/nif (wrong folder, wrong name etc.). but if it has something to do with texture set, well mostly ingame you'll get flickering texture, transparant, shader bugs. etc because of wrong shader flag that is set. i do have no idea with 3dmax mesh modding tho(yet), coz i'm using blender. but if you asking about the steps AFTER you exported the mesh. this what i do on my end in order, after i exported my mesh for skyrim. - Convert BSShaderPPLightingProperty to BSShaderProperty. set num properties to 0, and break off its properties by clicking the recycle icon below num properties. - Delete everything except the nitristrips/nitrishapes branch and the bones. - Change the "user version and "user version 2" in NiHeader from 11/34 to 12/83. save the file. - Copy branch the BSLightingShaderProperty from another nif file(original file before modified) and paste branch it to my modified file, linked it up to the corespond nitristrips/nitrishapes. fix shader flags setting, and relocate the textures that i prefer. done.. it would be better if you upload your file...so anyone here can have a look.
Monsto Brukes Posted August 20, 2012 Author Posted August 20, 2012 but if you asking about the steps AFTER you exported the mesh. this what i do on my end in order' date=' after i exported my mesh for skyrim. [/quote'] I was not, as i'm pretty sure i have that process down . . . but you expose yet another thing i didn't know (user version) and then support a point i am increasingly realizing: - Copy branch the BSLightingShaderProperty from another nif file(original file before modified) and paste branch it to my modified file' date=' linked it up to the corespond nitristrips/nitrishapes. fix shader flags setting, and relocate the textures that i prefer. done.. [/quote'] I'm asking about completely original assets. So i build something in max, from scratch, and want to export it to work in game. and it occurred to me: everything i've seen, everything, has been a conversion... vanilla skyrim, oblivion, witcher, TERA mmo, The Sims (hair) etc etc. I don't recall seeing any skyrim originally modelled assets. I'd love to be wrong about this and know how they did it. example... http://www.loverslab.com/showthread.php?tid=11081 is the project WIP. there are 4 assets, 2 are derived from vanilla assets, 2 (the back-bar and the straps) that are original. when exported individually, the dervitavives work fine, but the originals show redtri. I took identical steps on all of them during setup: collapse to editable mesh, smooth group 2, skin wrap (face def, weight all, choose ADEC body), convert to skin. glance at the weighting. Add BSDismember modifier (Skyrim, Main Body), then export to nif. Afterwards, did what i said in the post above with the exception of (and this is the crux of the convo) copying branches from the original adec body which was derived from the vanilla female mesh. can't do that with the original bits. if i do, they're invisible in game go fig.
Vioxsis Posted August 20, 2012 Posted August 20, 2012 originally modelled assets You always take a BSLightingShaderProperty from a working armour. but like Anubis said you should upload your file, Both edited and unedited.
Monsto Brukes Posted August 20, 2012 Author Posted August 20, 2012 this is more about the method, not the specifics of the wip. the whole "teach a man to fish" thing. I've had this on more than one 'project'. taking an existing BSLSP and changing the textures renders my object invisible, regardless of what it is. I mean i'll try it again, but . . . well the definition of insanity is doing the same thing over and over but expecting a different result (= will try now and edit. [edit] ok so i did that. I used the adec body BSLSP branch then changed the texture. all the items show in game, but have a (poorly) mapped adec skin texture. I went back, double checked that it was indeed different in the bslsp property, which it was, and then i changed it from the custom texture to daedricarmor.dds and _m.dds for the first and 2nd items in the texture list (diffuse and normals) and they still show in game as adec skin. wrap and uv scale are correct as is "user version" I will post up the files. While i recognize the opportunity for a "oh hey here it is" epiphany, i truly believe that it will not help. and then the possibility for critical reflection and analysis will be lost.
Vioxsis Posted August 20, 2012 Posted August 20, 2012 That's why i wanted the unedited (just exported) and edited nif, so i could see what if anything has gone wrong. And invisible meshes are normally down to wrong BSDismemberSkinInstance partitions.
Monsto Brukes Posted August 21, 2012 Author Posted August 21, 2012 well i forgot to put up the link so here it is. https://www.dropbox.com/sh/qa8glr8h6pb1xr1/ZFXcDcvvra for the record, "here's a check list" (which is what id rather have) is better than "you forgot to do X" which doesn't inform me that all the OTHER stuff is complete or correct. If there's a decent checklist somewhere, i'd rather have that.
Vioxsis Posted August 21, 2012 Posted August 21, 2012 Well looking at it you fail at the editing nif part, so here's what you do you may now this, you may not im just writing what i do from beginning to end. Open your just exported nif in nifskope, in each NiTriShape delete all except NiTriShapeData and BSDismemberSkinInstance. If your nif has the body showing you will need to take the BSLightingShaderProperty from femalebody_1.nif. So open a new window in nifskope and open femalebody_1.nif, go in to its NiTriShape and copy it's BSLightingShaderProperty (right click Block > copy branch). Now in your nif paste the BSLightingShaderProperty (right click Block > paste branch), take note of its number and click the NiTriShape of the skin scroll to the bottom of the block details list, expand properties double click where it says none and type the number. now for the parts that are not skin you open a working armour from skyrim and copy the BSLightingShaderProperty from that, then paste it in your nif and link it as said above. Now expand the BSLightingShaderProperty and click on BSShaderTextureSet in the block details point it to your textures. Once you have done that go to NiTriShapeData and in the block details find "Num UV Sets" and change the 1 to 4097 (do not do this for the body/skin). And that is it just save.
Monsto Brukes Posted August 21, 2012 Author Posted August 21, 2012 "Fail" interesting choice of words. The question that I have now is the same question i've had since the beginning: where could I have found this information and what other secrets does it hold? Additionally is it listed so clearly (and discover-able via Google) as to be described as "fail"? Additional steps to what I've discovered: first step: leave only NiTriShapeData and BSDismemberSkinInstance, Last step: change Num UV Sets to 4097 for all parts except those that use main flesh. Thanks for the info. I will follow these steps and report my findings.
Vioxsis Posted August 21, 2012 Posted August 21, 2012 The link to cherry's tutorial has all this info. When you do get it in game, you will see that you are going to have to fix the weighting under the arms.
Monsto Brukes Posted August 21, 2012 Author Posted August 21, 2012 Yeah i saw the weighting part. Thanks for pointing at it, tho. Cherry's tute doesn't mention num uv sets, nor does it mention niheader > user version=12 & user version 2=83. Most of this info i've kinda randomly tripped across as i was looking at other information. Here's what i have: Open your nif in nifskope In each NiTriShape leave only NiTriShapeData and BSDismemberSkinInstance. For the parts of the outfit that are fleshOpen femalebody_1.nif from the body of your choice (ADEC, CBBE, vanilla, etc) BSLightingShaderProperty right click > Block > Copy Branch In your file, on flesh, BSLightingShaderProperty right click > Block > Paste Branch Click NiTriShape of the flesh > Properties > double click "None" > enter the number of the recently pasted BSLightingShaderProperty [*]For the parts of the outfit that are part of the outfit, clothing or armor: Open a working outfit from skyrim. BSLightingShaderProperty right click > Block > Copy Branch In your file, on outfit parts, BSLightingShaderProperty right click > Block > Paste Branch Click NiTriShape of the outfit (each part) > Properties > double click "None" > enter the number of the recently pasted BSLightingShaderProperty BSLightingShaderProperty > BSShaderTextureSet > Change to your textures as needed. [*]For Every NiTriShapeData except flesh. NiTriShapeData > Num UV Sets > 4097 [*]NiHeader > Userversion > 12 [*]NiHeader > Userversion 2 > 83 Of course, flesh refers to parts from the character body. Is there anything else I may need?
Vioxsis Posted August 21, 2012 Posted August 21, 2012 6 and 7 i don't have to change those. Do you know how to add a alpha property? double sided flag is also useful. Go to BSLightingShaderProperty and in the block list go to Shader Flags 2 and put acheck in double_sided.
Monsto Brukes Posted August 22, 2012 Author Posted August 22, 2012 yes NiAlphaProperty > Flags 4845 . . . i experimented a bit and found that Flags 749 was better visually, but was unable to test ingame to see what consequences it had. double sided will be quite useful. Oh BTW: I am formatting this to up onto creationkit.com wiki where it should be. so things like setting up alpha and doublesided will be quite helpful. I mean lets face it: we're not tribal elders handing down some map of the cosmos.
Monsto Brukes Posted August 22, 2012 Author Posted August 22, 2012 I have some modelling issues that i need to deal with (mostly uv mapping), but i believe that this here checklist was exactly what i needed. next step is to make it all pretty and put it up on the bethsoft wiki. Thanks for your help, Vioxsis.
Monsto Brukes Posted August 22, 2012 Author Posted August 22, 2012 Here's the guide: http://www.creationkit.com/Convert_New_Nif_to_Skyrim Any comments? Is it clear and pretty enough? TBPH I wish there was a wiki or something around here. i'd have rather drawn search results to a modern and active community.
Vioxsis Posted August 22, 2012 Posted August 22, 2012 The process after exporting from blender is different to max, http://skyrim.nexusmods.com/mods/3790 So you might want to mention that it only works with max, and what version of the exporter is used.
Monsto Brukes Posted August 22, 2012 Author Posted August 22, 2012 Hm i was under the impression that the nif export generally had the same problems. I wasn't aware of that. Ok.
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