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

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imported>Sickleyield
imported>Sickleyield
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==Troubleshooting==
==Troubleshooting==


If you get a bizarre, spiky-looking thing when you copy your mesh over, you probably either a)did not parent your mesh to the skeleton correctly (redo and export again!) or b)chose a game mesh with a very different kind of skeleton from yours (choose another one). 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.
1.  PROBLEM: My mesh looks bizarre and spiky when I copy it into a new .nif.


If it says “cannot find (name of your mesh’s scene root), rename that part of the nif file to “Scene Root. Blender sometimes names it something like Scene Root.00 or creates a lesser one with the name of your mesh.  You might see the Scene Root node and under it one that says MycuirassIn that case, rename Mycuirass to Scene Root as well.  It won’t hurt to have two scene roots, because you’re just copying everything over to the empty game mesh.  
    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.
 
 
3PROBLEM: 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 one of two. Either a) you did not update the tangent space, because you thought for some reason that step was optional and I included it in this tutorial for my own amusement, or b) 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 parentedThen 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 timeI.e., you can't 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 even try to do the workaround 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.
 
    SOLUTION: Click the mesh's nisourcetexture node.  Now look at the block details in NifSkope.  There should be an "unknown byte" near the bottom of the list that says 1 and another that should also say 1 right below it.  If the bottom one says 0, change it to 1.
 
This could also 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).


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