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erunesuto2

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  1. I finally managed to import my weapon to Skyrim. I had imported the .obj to 3ds Max and had exported it as .3ds. Following i used this guide. http://tesalliance.org/forums/index.php?/topic/4634-3d-craftworks-importing-weapons-into-skyrim/ But know there is another problem. My weapon looks kinda...plastic? It does not looks like in Modo or Mudbox at all. I know that it can not look identical, because of the render properties and so on. The difference is , however, exagerated. Could it be my normal map? Edit: I missed your last post. Thanks for your help!
  2. Hmm...what do you mean by "It's not UV mapped"? Of course there is a UV Map^^ Or am i missing something? You know, i am a completely newbie regarding all that stuff :/ Regarding point 4. I do not know. That is what came out following the guide.
  3. I used 1.1.0 rc6, 1.1.0 rc4 and 1.1.3. BSShaderTextureSet IS attached prior to saving. After saving it is NOT, that's one of my problems. Something happens during the saving process and destroys the whole structure. Over the weekend i have taken another approach. I imported my mesh to Blender and exported it as .nif. I then followed this guide... http://tesalliance.org/forums/index.php?/topic/5541-3d-craftworks-from-blender-to-skyrim/#entry83868 But my new nif does not have a texture branch. So can't continue my work. Anyway i will pm you my mesh, nifs and textures. But I don't think, that my mesh is the problem here.
  4. Sure. Geometry -> Freeze -> Freeze Curves as: 2 Points Polygons Freeze Displacement checked Frezze Deformation checked Tessellation checked Subdivide Curves with Fixed Spans checked File -> Export as... .obj In Nifskope i delete the NiTriShapeData (in my case of the Imperial Sword). Afterwards... File -> Import .obj Then i change the textures, face meshes, change Num UV and so on. And the end it looks like this. But after saving...see my first Post :/
  5. Hey! So i am creating my first Mod, a weapon. I went through this guide step by step (http://www.nexusmods.com/skyrim/mods/16985/?) and also informed myself with the help of other guides (Youtube etc.). Instead of Cinema 4D, i use Modo. My problem is this: In CK - As you can see, only parts of my weapon are displayed. The rest is invisible. If i open my mesh again with Nifskope (1.1.0-rc6 / 1.1.3.36ebfdd), i get this message, ""device position incorrect after block number 16 (NiTriShapeData) at 0x2277b ended at 0x30e6b7 (expected 0x30e563)"" ""device position incorrect after block number 17 (BSLightingShaderProperty) at 0x30e563 ended at 0x30e567 (expected 0x30e5c7)"" ""device position incorrect after block number 18 (BSShaderTextureSet) at 0x30e5c7 ended at 0x30e5cb (expected 0x30e6af)"" "failed to load file footer" "failed to load nif from 'D:/Games/SteamLibrary/SteamApps/common/Skyrim/Data/meshes/weapons/kirotvasara/1stpersonkirotvasara.nif'" and my mesh looks like this - I do not know what causes this problem. I checked the normals with Modo AND Cinema 4D. There seem alright. My texture files are in 2K and my normal map is in 4k, but i don't think that's the problem. The problem my lie within Nifskope. Before saving my mesh in Nifskope and opening it in the CK, i can't see any errors. The device positions , as the error message says, are correct and my mesh and textures are also displayed properly. Then during the saving process something happens...
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