Difference between revisions of "Blender/Custom Cuirass (part 2)"

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=Explanation=
==Explanation==


This is a continuation of the Custom Cuirass in Blender tutorial.  If you haven't done the first part, this one won't do you much good.
This is a continuation of the '''Custom Cuirass in Blender''' tutorial.  If you haven't done [[Custom_Cuirass_in_Blender_Part_1|Part 1]], this one won't do you much good.


 
==The Pauldrons==
=The Pauldrons=


You don’t have to have pauldrons, but some people like the look, and they add authenticity by adding protection to the chest and neck area.  Look at your player character in Oblivion when they’re in their “fighting” stance, and you’ll see that they’ve slightly hunched their shoulders so that their pauldrons can help guard their throat and upper chest.
You don’t have to have pauldrons, but some people like the look, and they add authenticity by adding protection to the chest and neck area.  Look at your player character in Oblivion when they’re in their “fighting” stance, and you’ll see that they’ve slightly hunched their shoulders so that their pauldrons can help guard their throat and upper chest.
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Don’t forget to export the UV map.
Don’t forget to export the UV map.


=The Arm Section=
==The Arm Section==


Now when you  make this part of the cuirass, you need to have a couple of things in mind.  If you want a sleeveless look, you don’t need to do anything here; you’ll just leave the bare arm sections with your cuirass.  You do have to have some sort of arms included with the cuirass even if it’s sleeveless, because the game engine deletes the body’s arms and torso when anything is equipped in the upperbody slot.  Trust me on this, it will look really strange when a character  
Now when you  make this part of the cuirass, you need to have a couple of things in mind.  If you want a sleeveless look, you don’t need to do anything here; you’ll just leave the bare arm sections with your cuirass.  You do have to have some sort of arms included with the cuirass even if it’s sleeveless, because the game engine deletes the body’s arms and torso when anything is equipped in the upperbody slot.  Trust me on this, it will look really strange when a character  
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Again, remember that UV map.
Again, remember that UV map.


=Optional: The Skirt/Kilt Section=
==Optional: The Skirt/Kilt Section==


Bethesda’s default cuirass meshes generally have a lower section that protects the hip/groin areas of the body (which contains many important arteries including the femoral artery in the inner thigh).  This overlaps the greaves and provides additional protection over them.  However, it creates some issues with fit.  This is why this part of Bethesda meshes tends to be so large; it has to fit over every type of greaves in the game to avoid clipping.
Bethesda’s default cuirass meshes generally have a lower section that protects the hip/groin areas of the body (which contains many important arteries including the femoral artery in the inner thigh).  This overlaps the greaves and provides additional protection over them.  However, it creates some issues with fit.  This is why this part of Bethesda meshes tends to be so large; it has to fit over every type of greaves in the game to avoid clipping.
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=Bonus Section: Editing the Default Game UV Maps=
==Bonus Section: Editing the Default Game UV Maps==


Bethesda’s default UV maps for their body meshes look nice in the UV screen, but once you get them out and start trying to texture them, you realize that they are absolutely insane.  The femaleupperupperbody.nif in particular has considerable distortion in the chest areas.  It is very difficult to texture over UV maps with no straight lines in them.  This gives us much respect for the talents of Bethesda’s texturers, but it doesn’t do a thing for us as modders.  Besides, we don’t have to work with the filesize constraints that the original game makers did, because we’re making a mod rather than a whole game.
Bethesda’s default UV maps for their body meshes look nice in the UV screen, but once you get them out and start trying to texture them, you realize that they are absolutely insane.  The femaleupperupperbody.nif in particular has considerable distortion in the chest areas.  It is very difficult to texture over UV maps with no straight lines in them.  This gives us much respect for the talents of Bethesda’s texturers, but it doesn’t do a thing for us as modders.  Besides, we don’t have to work with the filesize constraints that the original game makers did, because we’re making a mod rather than a whole game.
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Be sure and export this UV map so you can use it for texturing.  A tutorial for texturing from the UV map is [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Texturing_From_A_UV_Map here]].
Be sure and export this UV map so you can use it for texturing.  A tutorial for texturing from the UV map is [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Texturing_From_A_UV_Map here]].


=Export: Putting It All Together=
==Export: Putting It All Together==


Okay!  It has now probably been several hours of staring at your screen, swearing violently at Blender, et cetera, and your cuirass looks exactly like you want it to look.
Okay!  It has now probably been several hours of staring at your screen, swearing violently at Blender, et cetera, and your cuirass looks exactly like you want it to look.
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We don’t have to add textures or materials, because they’re already there.  You’ll want to add different textures, so you won’t have a fleshtoned cuirass, but I’ll show you how to do that in NifSkope.  I won’t show you how to make a new texture from a UV map here, because I’m saving that for another tutorial on another day.
We don’t have to add textures or materials, because they’re already there.  You’ll want to add different textures, so you won’t have a fleshtoned cuirass, but I’ll show you how to do that in NifSkope.  I won’t show you how to make a new texture from a UV map here, because I’m saving that for another tutorial on another day.


Ready?  Okay!  Now go to Object Mode and press A to select all.  Now File-Export-Netimmerse/Gamebryo.  A screen will come up that lets you name your cuirass and decide where to export it.  Mine always go to Oblivion\Data\meshes\armor\SickleYield\cuirassname.nif.  
Ready?  Okay!  Now go to Object Mode and press A to select all.  Now File-Export-Netimmerse/Gamebryo.  A screen will come up that lets you name your cuirass and decide where to export it.  Mine always go to Oblivion\Data\meshes\armor\SickleYield\cuirassname.nif. '''Make sure you use the default Oblivion settings when exporting!'''


Minimize Blender when you’ve exported, then click through the Data files on your computer until you find your cuirass.nif in the armor section.  It’s NifSkope time.
Minimize Blender when you’ve exported, then click through the Data files on your computer until you find your cuirass.nif in the armor section.  It’s NifSkope time.


=Necessary NifSkope Alchemy=
===Adding/Changing the Textures===
 
Most of what was once this section is now obsolete with Blender 2.44 and NIF scripts 2.0.5 with PyFFI.  Now the ugly workaround is no longer necessary thanks to the developers who have revived the project. 
 
After you've exported from Blender 2.44, open your mesh in NifSkope.  Observe the ninode numbers.  The one at the top that says #0 has the name of your object, which might be cuirass or circle or some other random word you used in Blender.  The #1 node below it says Scene Root. 
 
For functionality in Oblivion, the Scene Root has to become #0.
 
Open the 0 ninode by clicking the little plus sign on the left of it.  Scroll down it until you find the line that says "num children."  Next to that there is a number - probably a big one, since most cuirasses have many parts.  Change that number to 0.
 
Below the num children line is a line that just says "children" or something like it.  Right click the children line and choose array--update.
 
Now you should see the hierarchy in NifSkope change so that nothing is parented to the 0 ninode. Delete the 0 node.  The Scene Root is now bumped up to 0.  Save your mesh.  You should now be able to use it ingame.
 
 
==Adding/Changing the Textures==


I'm not going to tell you how to make a texture from scratch here, but once you have one, you've only got to type the texture path into the top of the nisourcetexture node in NifSkope next to the little flower symbol. It will usually look something like data\textures\armor\cuirasstorso.dds. This tells NifSkope where your texture is. For now I'll leave it that the texture must be a .dds file and it must have a normal map, which is called something like mynewshield_n.dds.  
I'm not going to tell you how to make a texture from scratch here, but once you have one, you've only got to type the texture path into the top of the nisourcetexture node in NifSkope next to the little flower symbol. It will usually look something like data\textures\armor\cuirasstorso.dds. This tells NifSkope where your texture is. For now I'll leave it that the texture must be a .dds file and it must have a normal map, which is called something like mynewshield_n.dds.  
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''Important warning: make sure the slashes in the texture name lean backwards, like this: \ and not forwards like this: / or the game will refuse to recognize the texture. NifSkope will sometimes try to change this around on you.  (The newest version seems to have mostly fixed that problem.  Huzzah for the wonderful makers of NifSkope!)''
''Important warning: make sure the slashes in the texture name lean backwards, like this: \ and not forwards like this: / or the game will refuse to recognize the texture. NifSkope will sometimes try to change this around on you.  (The newest version seems to have mostly fixed that problem.  Huzzah for the wonderful makers of NifSkope!)''


==Troubleshooting==
===Troubleshooting===
 
1.  PROBLEM: My mesh looks bizarre and spiky when I copy it into a new .nif.
 
    SOLUTION: Perhaps you didn't parent your mesh to the skeleton, in which case you need to go back into Blender, parent it again, and export again. And believe me, the ctrl-A thing is not optional here, it's very necessary. 
 
Another possibility is that you chose a game mesh with a very different kind of skeleton from yours to copy into.  If you get an error message that says “cannot find (name of bone such as Bip01 UpperArm),” you’ve probably chosen a mesh that doesn’t contain the same bones as your cuirass; choose another one and try the NifSkope dance again.
 
 
2.  PROBLEM: Error message in NifSkope says "cannot find 2," or "cannot find sceneroot.001," etc.
 
    SOLUTION: Rename your mesh's node 0 to just plain Scene Root and try again.
 
 
3.  PROBLEM: My mesh looks fine in NifSkope, but it's invisible when I playtest in Oblivion.
 
    SOLUTION: A few things can cause this, but it's usually that your skeleton is bad.  This can happen.  You can usually fix it by going back into Blender and deleting the skeleton to which your mesh is parented.  Then import a clean skeleton, delete the meshes that came with it, and parent your cuirass to that.  Now do the export dance all over again.
 
If you do this, make sure you use the EXACT SAME MESH to copy your new mesh into as the one you parented it to the second time.  I.e., you can't usually parent it to the Arena heavy armor skeleton and then export it and try to copy it into the Dark Brotherhood skeleton.
 
It's dimly possible you could get this problem because you didn't do anything in NifSkope and merely assumed you could export a usable mesh straight from Blender.  That is possible with Morrowind modding.  It doesn't work with the current tools we have for Oblivion.  You have been warned.
 
 
4.  PROBLEM: My texture won't show up on my  mesh.  The mesh is totally black in the game even when it looks fine in NifSkope.


This could be caused by failing to create a normal map.  Make sure the texture you want to use has a normal map with a name like cuirass_n.dds (if your texture is called cuirass.dds).
# PROBLEM: My mesh looks bizarre and spiky when I copy it into a new .nif.
#* SOLUTION: Perhaps you didn't parent your mesh to the skeleton, in which case you need to go back into Blender, parent it again, and export again. And believe me, the ctrl-A thing is not optional here, it's very necessary.
#* Another possibility is that you chose a game mesh with a very different kind of skeleton from yours to copy into.  If you get an error message that says “cannot find (name of bone such as Bip01 UpperArm),” you’ve probably chosen a mesh that doesn’t contain the same bones as your cuirass; choose another one and try the NifSkope dance again.
# PROBLEM: Error message in NifSkope says "cannot find 2," or "cannot find sceneroot.001," etc.
#* SOLUTION: Rename your mesh's node 0 to just plain Scene Root and try again.
# PROBLEM: My mesh looks fine in NifSkope, but it's invisible when I playtest in Oblivion.
#* SOLUTION: A few things can cause this, but it's usually that your skeleton is bad.  This can happen.  You can usually fix it by going back into Blender and deleting the skeleton to which your mesh is parented.  Then import a clean skeleton, delete the meshes that came with it, and parent your cuirass to that.  Now do the export dance all over again.
#*If you do this, make sure you use the EXACT SAME MESH to copy your new mesh into as the one you parented it to the second time.  I.e., you can't usually parent it to the Arena heavy armor skeleton and then export it and try to copy it into the Dark Brotherhood skeleton.
#* It's dimly possible you could get this problem because you didn't do anything in NifSkope and merely assumed you could export a usable mesh straight from Blender.  That is possible with Morrowind modding.  It doesn't work with the current tools we have for Oblivion.  You have been warned.
#* The problem may also be caused by missing normal maps. The mesh will probably not appear as a biped model in game unless you do have a normal map for every one of your color maps. If your texture is named mycuirass.dds, for example, your normal map will be named mycuirass_n.dds, placed in the same folder as your texture and the game will detect it automatically.
# PROBLEM: My texture won't show up on my  mesh.  The mesh is totally black in the game even when it looks fine in NifSkope.
#* SOLUTION: This could be caused by failing to create a normal map.  Make sure the texture you want to use has a normal map with a name like cuirass_n.dds (if your texture is called cuirass.dds).
# PROBLEM (unique to NIF scripts 2.0 and later): Parts of my mesh disappear in NifSkope and/or ingame or appear ridiculously stretch in NifSkope.  Reparenting to a new skeleton doesn't fix the problem.
#* SOLUTION: The new NIF scripts don't like it when you apply ctrl+a to just one part of a mesh and then try to update the others and export.  You might have to join all the parts of a mesh together as one with ctrl+j, update with ctrl+a, and then separate them again using select plus p key.  This is annoying, but it's the only surefire fix so far (if another one is discovered, someone please edit this).


=Getting The Mesh Into The Construction Set=
==Getting The Mesh Into The Construction Set==


Double click on the construction set icon on your desktop to load up the CS. If you don't have this icon on your desktop, I urge you to put it there right now. Now wait for it to load. This may take a while, and then there will be very few items on the screen. That's because we haven't loaded any data files.  
Double click on the construction set icon on your desktop to load up the CS. If you don't have this icon on your desktop, I urge you to put it there right now. Now wait for it to load. This may take a while, and then there will be very few items on the screen. That's because we haven't loaded any data files.  
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When that is done, click OK. You'll get a message asking if you want to create a new ID. ALWAYS SAY YES.
When that is done, click OK. You'll get a message asking if you want to create a new ID. ALWAYS SAY YES.


=Getting the New Cuirass Into the Game=
==Getting the New Cuirass Into the Game==


Now your cuirass will appear in the Armor list. It will be listed alphabetically by its ID, although you can change the sorting method by clicking the headings of the list.  If you keep it in a separate folder such as Data\meshes\armor\myarmor and don’t just drop it into Data\meshes\armor, the Construction Set will create a special tab just for you under the Armor list.
Now your cuirass will appear in the Armor list. It will be listed alphabetically by its ID, although you can change the sorting method by clicking the headings of the list.  If you keep it in a separate folder such as Data\meshes\armor\myarmor and don’t just drop it into Data\meshes\armor, the Construction Set will create a special tab just for you under the Armor list.
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Making armor can take a little while, but before long you’ll get used to the steps and it goes much faster.  There’s nothing like the satisfaction of seeing a character wearing your sweet-looking new armor for the first time.   
Making armor can take a little while, but before long you’ll get used to the steps and it goes much faster.  There’s nothing like the satisfaction of seeing a character wearing your sweet-looking new armor for the first time.   


 
[[Category:Modeling Tutorials]]
 
[[Category:Tutorials]]
[[Category:Modeling_and_Texturing_Tutorials]]
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