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Melonize

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Layman

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  1. I'm using Blender 2.49b for this but my experience was with the later versions of Blender and mainly using Cycles Rendering for my scenes. However my experience is eight months or more old, so what do I know? (Well, what ever I know is a bit rusty.) Anyways, thanks for the response I'll check it out soon.
  2. Hello there, great work with the tutorials! However, I came across a problem. This is how I did it: I imported a NIF (compatible with Blender) of some clothing from Skyrim. It imported the UV fine, so I opened the image for the original model. Enabled sync UV vertices with mesh vertices (not sure what it is exactly called but you get the point I hope) and started removing some vertices, not random of course, until I got the edited mesh I wanted. I left the UV map at that and did the rest of the steps (Bone weight copy, skin partitions, imported skeleton etc.). And then exported with the settings you mentioned. Open the exported NIF with NifSkope, changed the User Versions back. Changed the BS Num UV Sets to 4097 and turned normals off. Changed the skin partitions to Skyrim skin partitions. In BSLightingShaderProperty, I added SLSF1_Skinned to first flags and removed SLSF2_Vertex_Color as my TriShapeData has none. In my texture set I set the number of textures to 9 and updated, then added a texture. My mesh in the viewport didn't update so I saved my NIF to a new one and the mesh turned black. Edited UV map and all my UV vertices where in the top-left corner. I checked my TriShapeData and the 'Has UV' setting was set to no and greyed out. I noticed that my Normals and Bitangents were all zero but I fixed that. I feel like I missed out a vital step or several in the UV map. I have basic knowledge in getting UVs setup for scenes in Blender but not got a slightest in exporting these meshes. I may not of mentioned everything I have done but feel free to ask. Many thanks.
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