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  1. WORK IN PROGRESS There's a lot to write, so it's going to take a while. Decided to post this in the meantime because it has solutions to weird problems people may be stuck on. Changelog: - Finished explaining how to export as shapekey. - Updated and added some troubleshooting stuff. - Added important note about material limit in the MOD3 file. - Added step to make sure mesh is assigned to armature before exporting to FBX. - Corrected UV name from main_uv_layer to main_uv_texture - Added more troubleshooting explaining possible import/export and texture/UV problems. - Elaborated further on the texture stretching problem. - Added recommended tools section. - Added suggestion to combine textures and redo UVs to match, in order to counter model material limits. - Added some tips on vertex editing and how to use the 2d/3d cursor to control axis. - Added warning that the DOA5 tool "Keep Normals" may actually be breaking normals for MHW models. - Updated info about importer/exporter. CrazyT fixed the bug preventing the latest version from exporting. - Added some info on how to fix texture problems (checkerboard pattern, etc). Well, I was writing this and then some hotkey opened another browser window, I tried to close it and it closed this window too. Lost everything. So now I have to write it all over again. This time I'm going to write it in another program and paste it in here after. Possible: - Import new models, regardless of vert count. But there are some weird possible issues (see Troubleshooting below). - Reweight models. There's a problem with TransferWeights (see Troubleshooting below). - Import new textures of any size. All types of textures supported. - Edit and add new materials to the MRL3, based on existing shaders. Fur, glow, shine, skin, color customization, etc. - Limited physics editing. Not much is known about the physics formats. - Limited bone editing. Possible to repurpose unused bones, and change rotation/position for some bones. - Breakable parts, such as cutting tail. - Editing monster behavior and movesets. Hex seems to be doing this in his Hex World mod, although I haven't tried it myself. - Effect swapping and possibly editing (I don't know how much about it). - Sounds and BGM. Some sound files can't be edited, and most BGM are in a single large archive. Newly added BGM may be in separate files (ie. Behemoth theme). I also heard looping doesn't work properly. Not possible (currently, as far as I know): - Animation editing. - Adding more materials to the MOD3. Which means you have to make do with the number of materials in the MOD3 (you can redirect these in the MRL3). - New bones, new skeleton, etc. Note that bones don't have names, just numbers. - Cannot scale model/skeleton. But it is possible to change monster scale by editing the monster data elsewhere (ask Hex). - Cannot seem to raise skeleton to mimic high heels. I tried hacking up a skeleton in a hex editor, but couldn't figure out how. - Overriding how the game decides which parts to hide when equipping mantles, or each Palico equipment. Nobody has figured out where the game defines these. Not sure if possible: - Editing elements, weak points, etc. Hex would probably know. - Not sure what the limit is on bone influences. In general you should edit weights with "Auto-Normalize" on, and maybe use the Clean and Normalize All functions to fix weights. - Defining which color channel is customizable. I think there's a general file that does it, but that file likely gets updated on every update. There seems to be multiple types of skeletons. In NPCBS019 (Gathering Hub Girl swimsuit) the "movement" skeleton seems to have condensed data for each bone. Whereas usually each bone's rotation/position data are usually spread out over several lines. I've yet to figure this out. Recommended tools to use: Blender 2.79b (make sure you're using 2.79 for minimal incompatibility issues) https://www.blender.org/ CrazyT's import/export tool. Nexus link is here (some helpful info in the description): https://www.nexusmods.com/monsterhunterworld/mods/242 I recommend trying the latest version on Github: https://github.com/TheCrazyT/BlenderMhwModelImporter But if you seem to have problems no matter what, try this version: https://github.com/TheCrazyT/BlenderMhwModelImporter/tree/b3691996b35537ed03587ad7d951f709038c2c59 Yavne. You need this to fix weird shading, visible seams between combined model parts, etc. https://github.com/fedackb/yavne Dtk mnr's Blender 2.79 tools for DOA5LR: https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod#mc91ipeghb8r6 Keep Vertex Normals. keeps vertex normals while editing. WARNING: may actually be breaking normals. Transfer Vertex Data. can transfer selected weights, but doesn't work well if the mesh is too different. You can use transfer weights and then "revert" some parts from a backup mesh, using Transfer Vertex Data. Vertex Groups Utilities. Haven't used this yet, but it's probably useful. Preparing the model: Deciding what model to use as a base: Body meshes (ie. not arms, legs or waist) usually include all bones used throughout the body, except maybe unique head bones (I haven't confirmed). Note that replacing head models with body models usually causes implosions. So it's safe to assume that you should use a head model as a base for headgear. If you intend to repurpose bones, you should probably think about replacing a body model that has lots of extra bones. The Handler models may be good for this (she has extra bones for the book, etc), but some don't have slinger bones (ie. causes crashes when entering combat areas). Also note that you can't add materials to the model, so you should pick a model that has at least the amount of materials that you want to use in the model. If you have to, you can combine textures into a single image, and then edit the UVs to match. Useful tips on vertex editing: - Before you edit anything, always double check to make sure you don't have extra verts selected that you don't want to select. - Highly recommend editing in orthogonal view (hit 5 on numpad) and then rotate or select camera angles with the other numpad keys. - I like to use proportional edit. In viewport, hit O to enable/disable it. When it's enabled and you try to move/rotate/scale, a white circle will be visible. Scale this with mouse scroll wheel. Default curve setting seems good. - For easier modeling disable parts. Position cursor on vertex and use L to select that part, shift+L to deselect. Or select a vert and hit ctrl+L to select the connected part. Hide with H, unhide with alt+H. - You can save selections as vertex groups for easy reference, but don't forget to remove them before export. Tips on using the 3d/2d cursor: When editing, the axis is pretty important. Bounding box = center of current selection. 3d cursor = customizable axis. In viewport, hit N to bring up a toolbar that has a section where you can customize the cursor position. Example of how to use 3d cursor: to lengthen ponytail, position 3d cursor near the base of the ponytail, and you can simply stretch the ponytail outwards from that point. 2d cursor on UV mapping example: when combining textures, set the 2d cursor Y pos to the top of the texture (the number depends on the texture res), select all UVs, hit S to scale, then Y (limit to Y axis), 0.5. This will halve the Y scale of the UVs to the upper half. If you want to scale to the bottom half, leave the 2d cursor on Y position of 0. Combining mesh: How to snap verts. How to snap objects. Combining textures and editing UVs to match: Preparing UV islands: Refer to Ezekial's tutorial for the time being. Fixing smoothness, hard edges and seams: Yavne. https://github.com/fedackb/yavne Inserting the model into an existing MOD3: Note that if you do not recalculate normals when exporting MOD3, they will use the existing normals in the original file. You can use this to your advantage. For example, if you've got the normals looking right and you want to apply a shapekey without changing the normals. you can import the completed normals as its own MOD3 (thus keeping the reference data of the completed normals) and then export the applied shapekey version without recalculating. It'll use the existing normals from the reference of the completed normals MOD3 that you made. Weighting: Two ways to do the weighting. Either make your own/have a weighted model prepared, or tranfer weights from a similar model and then clean them up. If you have a prepared model, you'll have to redo/rename the weights/bone groups so that they match the model you're importing over. Applying shape keys: This is useful for making different proportion versions and "morphing" between them to make variations. Vertex count must match. Also, shapekeys can change the normals so you'll need to adjust the normals after applying shape keys. Here's how to do this: 1. Open two Blender windows. One with the original, one with the shapekey target. 2. Rename the target object names so that they won't clash. I like to use names like "a", "b", "c". Delete the armature or else that'll be copied along with it. 3. Make sure cursor is on the viewport, select the objects you want to copy and hit ctrl+C. Then go to the other Blender window, mouse on viewport again, and hit ctrl+V. 4. For each model you want to add shapes to, first select the target, then the model you want to attach the shapekey to. 5. Go to object data (triangle with vertexes icon on the right) and under Shape Keys click the down arrow and select Join as Shapes. Note that if you export with the shape as 1 it won't actually export with that shape. There's a way around this. 1. Set the shapekeys to look the way you want. Then go to the same object data, Shape Keys, and click the down arrow and select New Shape from Mix. 2. Set this New Shape from Mix to 1. 3. Delete the other shapes from top down (ie. from basis to the new shape) then delete the new shape. 4. The default shape will now be the combined shapekey version. If you want to make morphs that are under 0 or above 1, left click the shapekey name, and an extra section will appear underneath that lets you change the number limits for that mesh. This is useful for if you want to reverse or multiply the effects of a shapekey. Troubleshooting: Textures aren't appearing, texture changes aren't exporting: You must import the original MOD3 with textures. How do I know which bone is which? Scroll through the original model to see which bone groups affect what. You can also try selecting verts and hit N to display the toolbar that shows which bones affect that vert. Note that the bones aren't set up exactly how they work or appear in-game, so even if you find bones by clicking on them visually, they not be that bone. That's why the group weight method is more reliable. Can't export: Make sure all objects/LOD mesh are visible. Make sure you have an object selected (nothing selected will refuse to export) and are in object mode. You may need to make sure each model has an armature modifier (not applied) that points to the MainArmature. I think objects with names that don't match any LOD mesh are ignored. Make sure you don't have any shape keys remaining on the objects, as they may cause issues. Texture is obviously stretched across the model: See fixing seams. Basically, MHW uses one of those engines where the seams of looping UV islands need to be separate vertexes (ie. you can't have separate seams on a single vertex). Otherwise the engine thinks those UV seams are joined, which results in the stretching problem (because your UVs will be forced to connect and drag across islands). There's a way to split the seams (explained in Ezekial's tutorial, I'll cover it myself later). Textures are totally messed up or missing: Make sure you rename the "UV Maps" for the imported objects to "main_uv_texture". Textures are a checkerboard/boxed pattern: That means the MRL3 file is corrupt, broken or missing. You need to use the same MRL3 as the MOD3 you last imported into the scene (it uses the last imported MOD3 as reference data). The reason for this is that MOD3s refer to materials with some kind of hash ID, and if it can't find that in the MRL3, it won't be able to find the materials. The same checkerboard pattern appears if you edit the MRL3 incorrectly and it can't find data inside it. In other words, if it can't find the material it's supposed to. Textures look flat, or custom color affects the entire texture when it shouldn't: The MRL3 can't find the texture files. If it can't find the CMM texture, changing color affects the entire texture. Same goes for if it can't find the EMM file, the entire model glows. Can't see the UVs at all: You have to import the mod3 with textures, or else you can't see or import/export UVs. Error when importing with textures: To import with textures you have to make sure the Scarlet folder is installed along with the import/export tool stuff. If you got the import/export tool via Github (latest version) it doesn't include the files in Scarlet. You have to download them manually (there's a link somewhere on the import/export tool Github) or use the files from the Nexus release (which may not be the latest version). Can't export, base 0 error. This happens with some of the 1.4 versions of the model import export tool, when importing new meshes. The problem has been fixed in the latest version of 1.4. Can't export, -1 error. This may occur if you've edited the mesh in Blender and scaled UVs or mesh -1, or flipped normals. Haven't isolated or figured it out exactly, but the solution is to avoid editing in Blender as much as possible. Unless you know Blender really well (I don't). I've had a situations where I could not restore a mesh after getting the -1 error and had to redo those changes. Import/export tool doesn't seem to be functioning as others use it, can't combine meshes or go over vert count, etc: Make sure you're using the latest version on either Nexus or Github. Sometimes the Github version may have errors (the latest version seems to have problems combining models). You also have to make sure you replace all instances of the import/export tool (I had two, one in the Blender folder and one in my MHW mod work folder, and apparently the latter was still being referred to and was outdated, which was why I was having problems importing models and going over vert count). Model works in some places but crashes in others: Apparently this can be if you're referring to bone groups that don't exist in the skeleton, especially 255 (FF). With the Lion King mod, it worked in the Lunastra cutscene, but for some reason would crash in Teo's cutscene. I never figured out why. It had something to do with my cutting parts of the model and mirroring them via scale, or the way I cut the tail. When I redid those changes, I used "Mirror" instead and that seemed to work, but I still had to flip the mirrored mesh's normals, using Yavne. Model polygons glitch and stretch horribly: Occurs when replacing some LOD meshes, or TransferWeights is being ignored Weight changes are being ignored (especially TransferWeights): 1. Delete the parts you're not using (ie. original model parts that you aren't changing) and export as FBX (default settings). 2. Make sure the mesh parts are attached to the armature (or else skeleton+weights won't export), and export as FBX (default settings). 3. Reimport the FBX. Delete the armature. This will unparent the meshes under it. 4. Reimport the model you're replacing on top. Make sure you untick "clear scene". 5. Replace the LOD mesh as you did before. Weight should now be updated.
  2. Hi all! I tryed my best to not disturb anyone with my problem but don't know how to solve it. I made an animation from 0 with SAE rig as base. Just my first one, for testing purpose. It's a kick atack. I want to replace the actual forearms animation, for practicing. - I have blender 3.2 - I installed Niftool pluguin (version 0.0.14, the last one) I press the "play button", the one that says "run script". The screen freeze a little bit an teorically and what other people says to me, it should be the animation file "hkx" in the "convert" folder. But no. Nothing there. The only files that creates are empty_new.kf and zBoneKey.txt, and they are in "Tool" folder. But nothing more. No hkx files. Can someone help me with this? https://im.ge/i/ODAEmLhttps://im.ge/i/ODAyHThttps://im.ge/i/ODACOc
  3. Please help me how to export list of item in a mod, esp, or esm I want to export list of items (weap , armo , cell, etc) and its associating ref number in a mod, in esp, esm, or bsa files. And I dont quite know how. I can use geck to open up a mod file. Sort item by type... but how to export that list of item into a text file? Specifically, I want to export a list of all the clothing and armors in FNV, both vanilla and dlc. That would open up esm files I think. I want to export a list of all the clothing and armors in Dust, That would open up esp Please, step by step would be preferable.
  4. I've been trying to make a new shield for Oblivion which uses the texture and shape of the Fighters Guild wall decoration. But now that I'm finally making progress, I try to export the shield to a .nif and it doesn't let me. I'm not entirely sure what it means by "'Object' object has no attribute 'face_maps'". Anyone know how to fix this?
  5. Whenever I export a character's face to .nif, it comes out sideways, with their hair bent downwards and necks twisted. Also their neck gore-bits come out stretched and distorted. Some specific characters have their hair inverted (ie the front faces are culled and the textures aredisplayed on the backfaces). Is it always supposed to be this way? How do I prevent this?
  6. Since there's a lot of mods for characters and items on the game, i was wondering if its possible to extract complete 3d models from items and other assets.
  7. There has to be a way to export your own character model somehow. (Along with any armour and texture used.) (To specify, I'm not talking about editing a head in blender then importing it into the game. I want to export a character I made in BG3 and import it into blender.) How the heck do you do it? I've been going insane trying to Google it and literally can't find anything on exporting models. Why is it so hard for a simple answer regarding this sort of thing? Is there no way to do it?
  8. I've been trying to unsuccessfully export my character's face from Skyrim SE back to Oldrim so I can play with some older mods. The usual method I've used in the past with Oldrim just doesn't seem to work. Normally I'd open the console in game, type 'spf <character name>' and that would generate a *.npc file. I would then open up the Creation Kit, find an Imperial preset, import the *.npc file, then save the updated info as an *.esp file and put it in my load order. I could then invoke showracemenu from the console, choose the desired preset, and presto! I'd have my desired face. But for some reason this doesn't seem to be working. I can export my face from SSE, import it into Classic CK and save the .esp, but when I invoke 'showracemenu' in Oldrim, the 'new' face isn't there. What can I be doing wrong?
  9. Hello everyone. I'm not a modder or something but I'm editing here and there to adjust mods to my preference. So now I have come a cross a difficulty. I'm trying to change the male mesh of Seppoko's "Mask of Blades" mod (https://www.nexusmods.com/skyrim/mods/30033?tab=posts) so that there will be no chin clips with male races (especially elves). I did so with 3ds Max, but it seems it doesn't work... When I export the nif and load the game, the mask is stationary a bit inside my character's face. when I move, it is behind my character's head. I'm using Mod Organizer so I don't know if that's the problem. I also manually import the skeleton from C:/games/steam/steamapps/common/skyrim/mod organizer/mods/XP32 Maximum Skeleton Extended - XPMSE/meshes/actors/character/character assets/skeleton.nif when I import the mask nif, so I don't know what am I doing wrong... The original nif works fine, mine never works. I'm totally new to 3ds Max so I guess there is something I'm doing wrong/haven't noticed. I'd really appreciate it if someone can help me... It'd also be a first step to becoming a modder myself! (although I don't have infinite access to 3ds Max. It's a 30 day trial, but who knows, maybe someday I'll buy it and mod myself! :D ) I'd really REALLY appreciate any help. I'm not asking for others to do it for me, just for a tip of what I'm doing wrong so I can do it myself! And no, I'm not going to upload my changes as I don't have permission to do so, I'm only doing it for me so I can have my bosmer wear the mask without making him chinless!
  10. Why can't animation just work? Anyway here's a render straight from 3ds max showing the what the (unfinished) reload animation for my weapon is supposed to look like; https://www.youtube.com/watch?v=7_zPE-mRpys&feature=youtu.be And here's what the result is ingame. (ignore the gun exploding and stuff, only the idle and reload are 'in' so far) http://s1.webmshare.com/PGEoL.webm Every now and then the gun twitches, and the animation in general is played slower than in 3ds max Not sure how to rectify this, as it requires knowledge of havok tools and I only started using them recently. I even tried exporting with the timeline set at 120 fps. Any help?
  11. I just got a mod ready for upload, containing files from SSE to enable them for Skyrim. My Question now is if this is actually legal as long as I give credit, because these are two separate games.
  12. hey guys i have Autodesk 2017 and the nif plugin doesnt support nif conversion so if someone could do me a solid and convert a gun mesh for me that would be grand =] anyone who uses Autodesk 2009 - 2016 is required also they will need the nif exporter program Blender users are also welcomed! i just dont know much about the program ;P
  13. According to this blog post, which I acknowledge isn't the most official of sources, Skyrim is 3008 pixels square. When I export the Tamriel worldspace heightmap, however, I get four .RAW images of 1024x1024 pixels each like the CK documentation says I should. I converted them to bmps with ImageJ and stitched them together in GIMP, yielding a 2048x2048 heightmap instead of 3008x3008 or 4096x4096. Where did the extra data go? Is my source that Skyrim's heightmap is 3008 pixels square just wrong? Did I export the heightmap incorrectly? If so, what's the correct process? I just hit the "export" button. I ask because I'm trying to get a sense of scale, to know how large to design my own worldspace. I'm trying to figure out the size in pixels of, for example, the city of Whiterun. From the exported heightmap it looks like it's about 150 pixels square. Is that reasonable? It's difficult to tell inside the CK, and as I said I'm not certain I exported the heightmap correctly.
  14. I want to export vanilla Skyrim models, edit & retexture them (I'm more familiar with 3DS Max, but Blender would be OK, and I have Photoshop), and reimport the models. I know there are a few tutorials out there for this sort of stuff, but most of them are 5 years old. I was hoping someone could point me to a more recent tutorial or at least one that is on the simpler side. One issue that I have with a lot of the tutorials I've found is that most of them are for weapons or armor, which unnecessarily complicates the process. Most of the items I'd like to edit are static objects (e.g. food), but I'd also like to edit some creatures (make new harvestable body parts using parts of the models - not trying to make new creatures). Any help would be much appreciated!
  15. I've got a problem with the cutscene. It's concerning the spotlight. I want the scene to be dark. So I've choosen the kind of night mode into the Toolset, not the sun icon. To get a little bit of illumination I placed a spotlight. So far so good. But my spotlight is to bright. I took a smaller value in the object inspector for my spotlight and exported the cutscene. But in game I always see the brighter version. I've already been looking for double versions into the game inventory. The version into the game files is showing the current date and time. What shall I do?
  16. Hi everyone, I'm very new to Skyrim (discovered the game only a few weeks ago) and even newer to modding but i'm not new to Blender and yet, i can't seem to be able to import meshes to create my mod. I've read and watched many tutorials on how to import .nif files into Blender and followed them to the letter but to no avail. So i decided it might be easier to export my mesh as an .obj from Nifskope. However, when I do that, the mesh doesn't show in Blender...The object is there but i can't see it :/ Help, please!?
  17. DELETE THIS TOPIC
  18. Hey all, So I'm trying to get the Inquisition Model for Morrigan into Origins simply because it looks 10x better. But I'm running into a snag. This seems to be a common issue and I feel like I'm either missing a step or something I'm doing is screwing with the model. The problem seems to be like this user was having here. Only he never received an answer in thread, sadly. I have successfully imported a mesh into DAO after a lot of trial and error and would usually encounter this one and would always go back and redo the steps which resulted one time in getting lucky and I still don't know where exactly I'm going wrong. The mesh does not appear in-game. It's a single mesh that has the mesh parameter updated in the model manager and should already be attached to the GOB as it was dirty rigged and uses the default mesh as it's base. I have attached a zip containing the files I'm using. Rigging probably needs a lot of work but I'm just trying to get it in-game. Zip file is here for download if anyone wants to take a look. Thank you!
  19. I looked for solution on Google and here and found nothing. When I export a file from Blender in Nif type, everything goes right: no errors, nothing. But when I try to open my file in NifSkope, I get this error: "Failed to load block number 0 (NiNode) previous block was NiHeader" My best guess is that I failed to put right numbers into some Nif settings in Blender, but I have no idea where to start looking. Perhaps someone here knows what's the problem? Thank you for any help - my frustration with creating this cursed mod grows with every day...
  20. So, I'm trying to export a custom armor piece from blender, but it's giving me this error message: (The armor is a tail armor, not sure if that matters or not) It seems like the issue has something to do with the armature, but I have no idea how I would fix this kind of error. I'm pretty sure I have the Niftools settings set up properly in Blender; I followed this guide: https://beyondskyrim.org/exporting-blender-2-7-skyrim/ The mesh is parented to the armature properly in Blender, and the whole model is assigned to SBP_40_TAIL, so the partitions should be fine. The error I am getting is completely preventing the mesh from being exported; it doesn't even export a partly broken nif. I've never exported an armor model before, so I'm not sure if maybe I missed a step somewhere. I attached the blend file I am having issues with, in case that helps show the issue. I hope someone can help me figure out what's going on here; I've spent quite a bit of time googling various similar issues and solutions without much luck.
  21. nice work can you help me convert your cloth to Poser or Daz3d ? how much for this task or can you export head character from Poser or Daz3d to fallout new vegas ? tutorial in video
  22. Okay! So I'm trying to do a simple thing: get an edited conversation to work in-game, to make sure I could successfully make a simple mod. (Spoilers: it did not work.) I edited a conversation. Previewing the lines in the toolset, everything looks/sounds as intended, VO included, decent lipsync, etc.. Unfortunately, when I tried to export the test module, I played the conversation in-game and everyone is mute. They mouth the lines, and the dialogue tree works as intended -- just soundlessly. Do I need to manually move the .fsb audio files into a specific folder? (I'm sort of hoping that this is some classic newbie mistake that other people have run into before, but a lot of the troubleshooting resources and tutorials were hosted on the now-defunct bioware forums.) Thanks in advance for any ideas/suggestions as to where I might be going wrong.
  23. Hello, I don't speak well english. Sorry for that. I have a problem with Blender nif export. I am using Blender 2.77a latest version(steam version) and latest Blender nif plugin. I completed mesh modeling, boneweight, skeleton rigging, and I tried export to nif. But nif export failed with 4 errors. I attached image. Who knows a solution?
  24. Could anybody tell me step by step how can i get my models from blender to geck with no problems I really tried soo many times to get it to work but nothing its soo annoying,i just cant get it to work
  25. I am presently helping out over at the official Witcher wiki witcher.gamepedia.com tracking the new quests etc. for the recent DLC Blood and Wine. Trying to export the in-game map markers As it turns out the map marker icons have been expanded for several new types of locations: vineyard infestationvintner's contractvintnerto only name those I have found so far. But how do you get the original in-game icons for them? Preferably as svg (if possible) or png. What I have tried so far I downloaded and installed the latest Modkit update (v1.1) and that let me uncook the <gamedir>\content and <gamedir>\DLC folders without any problems via: wcc_lite uncook -indir="D:\Games\The Witcher 3 Wild Hunt\content" -outdir=D:\Uncooked -imgfmt=png and wcc_lite uncook -indir="D:\Games\The Witcher 3 Wild Hunt\DLC" -outdir=D:\Uncooked_DLC -imgfmt=png But as it turns out quite a few of the unpacked xbm files, especially those under engine\ just cannot be exported to png or tga. I.e. the huge "uncooking" fails to do so, and manual exporting on a per file basis fails as well. So, if anyone knows how to export the new map marker icons, the help would be appreciated. Thanks, AEon
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