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Haxxzor1

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Posts posted by Haxxzor1

  1. If you are going to make changes on your model, why would you re-import the mesh I gave you? All informations about texture, collision etc. will be lost anyway. Work on your original mesh instead and do the conversion with the new NifUtilsSuite (I linked to it) this time.

    I'm still running into many problems, this has been a lot more difficult than I could have imagined. Working from my model I don't think I'm UV mapping/texturing properly. Every mesh I have tried converting in NifConvert has crashed the program. I feel as though I am blind or incompetent, having so much help and still unable to accomplish this. I tried to take the file you gave me -> export each object from Nifskope -> Import each into Blender -> UV Unwrap each -> Export as Nif with these settings. I get the same results reducing the poly of my own file -> UV Map -> Export then crashes NifConvert.

  2. Haha, yes. I was using version 2.5.8.09855eb of Nifscripts, was able to import the staff of magnus, just had to edit the mesh a little following the 3D craftworks tutorial you linked.

     

    Edit: Nevermind, I never edited the mesh you game me before trying to import.

  3. I really appreciate all the help everyone! I can say for certain I would not have gotten this far without massive help from the community! I'm currently working to release thanks to you two!

     

    EDIT: Blender now fails to import any Skyrim nifs after installing the Nifscripts you linked. Is it compatible with Skyrim?

    Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.11)
    niftools.blender.import:INFO:Importing C:\Users\Kristi\Downloads\3D Modeling\Pro
    jects\Loki Staff\FinalModel\Long Scepter\LowPoly\LokiScepterNITRISHAPES_Gameread
    y.nif
    Traceback (most recent call last):
      File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo
    dules\nif_common.py", line 1235, in gui_button_event
        self.gui_exit()
      File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo
    dules\nif_common.py", line 1598, in gui_exit
        self.callback(**self.config)
      File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor
    t\import_nif.py", line 3771, in config_callback
        importer = NifImport(**config)
      File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor
    t\import_nif.py", line 170, in __init__
        data.inspect(niffile)
      File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1286,
     in inspect
        self.header.read(stream, data=self)
      File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line
    354, in read
        attr_value.read(stream, data)
      File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 30
    0, in read
        elem.read(stream, data)
      File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691,
    in read
        % (length, stream.tell()))
    ValueError: string too long (0x6A060000 at 0x0000003A)

  4. Well, I think I know why it crashes NifConvert. This model (looking at the NiTriShapes one as the NiTriStrips is useless in this case), is severely too high poly.

    It comes to a total of 14,804 polys, or 27,069 verts. A vanilla Skyrim staff, the highest poly count I see is 1,392 for sanguine rose.

     

    You must lower the poly count down to a reasonable level. You can either decimate the mesh, or use the scripts > mesh > poly reducer script on each TriShape object. It must come down considerably.

     

    I'm fairly sure that will solve the problem with NifConvert crashing, but just out of curiosity, can you post a picture of your Blender export screen? I'm assuming you're exporting as a Morrowind mesh?

     

    I never thought to see if my model was high/low poly to be honest. That may have rekindled my hope to get this project working again, I appreciate the insight! Here is a picture of my export settings, which is a mashup of videos I've seen and tutorials I have read. (A lot referencing swords, none to staves)

     

    EDIT: Do not think it's the poly count, I've made a MUCH MUCH lower poly model (horribly ugly if you ask me) and NifConvert is still crashing.

  5. The problem is with .obj files and the latest versions of Nifskope. They're broken. You'll need an older version, like 1.1.0 RC6. Anything after that was borked.

    Installed above version and completelty removed the old version. I'm not sure that this is my issue, though. I am almost positive that it is the way I export my model from Blender or something similar. I've played with these models so much I'm almost sick of them. (almost lol) This is a screenshot of my .nif, exported from Blender. https://imageshack.com/a/img838/425/ae.png

     

    As you can see I have NiTriStrips, not NiTriShape. Google isn't helping me as much as it usually does, I feel like my problem is too specific. D: I believe this is why I am getting my next error. When using NifConvert the console says nif exported succesfully and I am left with an almost empty nif file. https://imageshack.com/a/img404/9426/u3lg.png

     

    I do not feel I have made any progress and may have even ruined some source files in the process, but I am determined to get this to work.

     

    EDIT: I ended up exporting a nif that Nifskope:

    1. Will let me edit the UV template

    2. Reads NiTriShape instead of NiTriStrips

     

    Screenshot of Nif

     

    This is the most progress I have made in two weeks. If anyone has any ideas/suggestions on what's holding me up please let me know! :smile:

    Here are my two corresponding .nif files. http://www.4shared.com/rar/9ocetqmo/Lokis_Scepter_WIP_NIFS.html

  6. Ok, to start out I have been tracking this request thread for quite a while.

     

    I have .obj files to the scepter (long and short versions). Now, I made the mod and the esp has all the weapon stats, world placement, etc. but seem to be having trouble getting the objects exported/textured for Skyrim. I have been trying to UV map the models and it's driving me nuts. I follow tutorials, but it seems like once I fix one issue, three new issues arise. Is it something relating to the materials? Is the obj just not Skyrim compatible I'm so confused, I try to use NiConvert and it freezes as soon as I click convert. The times I am able to export a successful nif, errors such as the one above happen. Could anyone take a look for me? The Loki's Armory request thread has been open since May 5, 2012 with over 6,800 views and 58 replies, I feel the mod would do the community good, I want to contribute so bad and all these problems keep holding me back. I even talked to a modder who had finished spear/helm models but never published because he ran into a few issues. This was at least December 2012.

     

    I am using Blender 2.49a(?) and have Nifscripts working and have exported fine before, I have very little experience in 3D modeling though and may be doing it wrong. My question is, will someone take their time out to collaborate with me and release the mod? I will renounce rights to publish the mod to whoever decides to be so kind as to help me (Unless you do not want the burden) and the others who have wanted this for so long! biggrin.gif  Here are my source files, I'm not sure if they have proper UV maps or not. Another thing I would like to do is take the spear-head from the shorter model I have and put them on the long version, but it didn't work right when I tried it myself (I know, I suck) Thank you to whoever takes time out to help!

     

    http://www.4shared.com/rar/XYMuE7ib/LokiScepterBOTHWIP.html

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