Talk:3ds Max/NifSkope: Custom Weapons

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When I put the texture to the model and open it in NifSkope I get this error:

failed to load block number 8 (NiAlphaProperty) previous block was NiPixelData
failed to load nif from file  "C:\PROGRA~1\3DSTUD~1\meshes\rocket15.nif" 
texLoadRaw() : unsupported image depth 0 / 4

The model doesn't show up. I made a UVS map and followed the instructions on baking textures as best I could. Anyone know the problem? --Omzy 17:16, 21 June 2006 (EDT)

-->Question added to Questions category<--

Outdated[edit source]

The parts involving NifSkope are terribly outdated. New screenshots and description is needed.--Wz 04:17, 16 June 2007 (EDT)

Asking for help[edit source]

In the tutorial Step 5:

Change the number under value to the number of the block you just pasted.

What number should I change?--Raymond


The one that is selected in the Screenshot--JOG 11:26, 11 July 2006 (EDT)

3dsMax Version dependency?[edit source]

I have a copy of 3dsMAx that I picked up at a computer show a year or so ago, but I believe it is version 7 (or whatever was the correct version for Morrowind modding). Should the instructions in this tutorial apply to that version as well as version 8? For what it's worth, the link in the tutorial to the trial version of 3dsMAx Version 8 now seems to point to Version 9. Again, I don't know if that version would be compatible with the tutorial or not. Thanks in advance.--Batesmotel34

A bit confused[edit source]

1. Does anyone know an easy way to create a UVW map from my models that use Multi/Sub Object materials like I always have? I've never actually done skinning with UVW.

2. Is anyone willing to skin my models? (I have no money though!) You could use my skin or your own if it would be easier... Hell, as long as it's decent I don't care!

   They are two simple Katana's.

pic1

pic2

Multiple Meshes[edit source]

I was recently inspired by a weapon mod I saw on tessource which used collections of vanilla Oblivion weapons to make new ones. So I tried it myself by taking 3 glass claymores and altering their size and position relative to the origional claymore. I was happy with how the mesh looked and gave it a simple retexture, then I put it in Bravil and saved the mod. When I went to Bravil I found that the mesh was now that of the one origional claymore with the new texture. My question is how do I get my weapon to keep its new mesh?