Difference between revisions of "Blender/Custom Sword"

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1,113 bytes removed ,  14:32, 31 July 2007
imported>Qazaaq
(replaced link to BSA unpacker, link was dead and BSA commander is easier to use)
imported>Sickleyield
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=Necessary NifSkope Alchemy: Getting the Mesh Ready for the Game=
=Necessary NifSkope Alchemy: Getting the Mesh Ready for the Game=


Open up your nif with NifSkope.  See how your new texture appears on the mesh, even though it didn’t show up in Blender?  Bravo.  Be sure and expand the texture node branch to make sure it has the following series of numbers going downwards: 6,1,3,1,1. If it says 5,2, etc., change it. Believe me, you'll thank me later.
Open up your nif with NifSkope.  See how your new texture appears on the mesh, even though it didn’t show up in Blender?  Bravo.   
 
''EDIT for latest NifSkope version: With the newest one you only have to change one number. The very last thing in the texture node is a number 0 that needs to be changed to a 1.''


Now go to file - new window. Remember the original mesh you chose for its collision boxes, the bhk capsule shapes? The one that still has those shapes, because it's the original version that you did NOT save over with a new one? Load that in the new window. Find the nitristrips node for the actual reference sword itself - when you click on it it will be highlighted in the main window. Right click - block - remove branch. Now it is gone but its collision shapes (the bhkcapsuleshape nodes) are still there.  
Now go to file - new window. Remember the original mesh you chose for its collision boxes, the bhk capsule shapes? The one that still has those shapes, because it's the original version that you did NOT save over with a new one? Load that in the new window. Find the nitristrips node for the actual reference sword itself - when you click on it it will be highlighted in the main window. Right click - block - remove branch. Now it is gone but its collision shapes (the bhkcapsuleshape nodes) are still there.  


Go back to your new sword. Click on the node for your sword's nitrishape. Now right click - mesh - smooth normals, then right click - mesh - strippify, then right click - mesh - update tangent space. This last one is very important.  
Go back to your new sword. Click on the node for your sword's nitrishape. Now right click - mesh - smooth normals, then right click - mesh - strippify.  
Now you're ready to copy your mesh into the old one. Right click again (it should be a nitristrips now, since you strippified it) and click block - copy branch. Switch back to the old mesh's window and right click on the node that says 'scene root.' Now block - paste branch. Your sword should appear in the window. You might get an error message about the version, but just click OK, it's just the niftools folks' way of messing with your head. It may be in the wrong place, because we still have to parent it to the old mesh's scene root.
Now you're ready to copy your mesh into the old one. Right click again (it should be a nitristrips now, since you strippified it) and click block - copy branch. Switch back to the old mesh's window and right click on the node that says 'scene root.' Now block - paste branch. Your sword should appear in the window.  
 
Now left click the little plus sign by the scene root node to expand it. Scroll down to the "children" node under that. Click it to expand it. There should be a line under it that says "none." Type the number of your new mesh's node here.
 
''EDIT for latest NifSkope version: The newest one has an autochild feature that does this for you.  If you check the child list, your mesh’s number should already be there.  Lucky you!''


Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be.  
Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be.


=Adding/Changing a Texture=
=Adding/Changing a Texture=
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