Bad Nif?

Post » Wed Dec 09, 2009 6:59 am

Heyas

Throttle had made a weapon for me as a request, however he does not have oblivion installed and so could not test it properly.
The mesh shows up as a missing mesh no matter what in game, the paths are correct. My only guess is that the mesh itself is to blame and oblivion cannot render it for some reason,

It's been sitting in my data folder for a month almost, not sure how to fix it myself so http://www.sendspace.com/file/hyirab.
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tannis
 
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Post » Wed Dec 09, 2009 12:36 am

I don't have oblivion installed either. but collision could be whats up- everything else is looking right. try deleting the whole collision block, and pasting in one of the capsules from a vanilla sword nif.
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Wanda Maximoff
 
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Post » Wed Dec 09, 2009 2:23 am

edit: douple
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Amy Cooper
 
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Post » Wed Dec 09, 2009 1:22 am

triple :brokencomputer:
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Sabrina garzotto
 
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Post » Wed Dec 09, 2009 11:41 am

Whoa...this is a burning hot thread...fifth post already.

I found a few possible minor issues, even though I've never seen a mesh that was in the correct spot show up as missing mesh (yellow triangle), no matter how broken it was.

1. BSX flags didn't have 'enable animation' checked. Without it the weapon would behave like a static.

2. There was a strange list shape used (ConvexListShape), which at least didn't make havok show up in Nifskope. I put in a regular list shape instead.

3. There was a node between the weapon shape and the scene root. Normally this is only used for scabbards, don't know if it would cause problems.

4. The scene root had 'skin influence' checked in the flags. Again, not sure whether that could cause any problems.

Try http://www.mediafire.com/?tzzqdnt2m5z one.
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Yung Prince
 
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Post » Wed Dec 09, 2009 5:41 am


1. BSX flags didn't have 'enable animation' checked. Without it the weapon would behave like a static.


In fallout3 that is the enable havok flag. the enable animation I turn on anyways- i was getting some weird duplicating mesh everytime I ran the havoksim in the model viewer untill I enabled it. even though it's only really supposed to be used on collision that is actually animated, like doors and stuff. :shrug:
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Tha King o Geekz
 
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Post » Tue Dec 08, 2009 9:26 pm

In fallout3 that is the enable havok flag. the enable animation I turn on anyways- i was getting some weird duplicating mesh everytime I ran the havoksim in the model viewer untill I enabled it. even though it's only really supposed to be used on collision that is actually animated, like doors and stuff. :shrug:


My meshes only have 'havok' when this flag is set. Otherwise they just float in the air, as if they had motion type settings of statics. The exporter exports without the flag set, even if you export clutter items, that's why I know. Sometimes I forget to check the flag and then I wonder why the items keep staying airborne when I press the havok button. I'm not sure whether I have the latest exporter version since I don't mod for FO3. Bethesda clutter/weapon meshes have this flag set as well.
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le GraiN
 
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Post » Wed Dec 09, 2009 9:21 am

Wow, you fixed it :D Works no problem now

Thanks Phitt
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Sarah MacLeod
 
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Post » Wed Dec 09, 2009 5:27 am

Hmm it seems to go right through stuff when dropped
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flora
 
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Post » Wed Dec 09, 2009 8:10 am

My meshes only have 'havok' when this flag is set. Otherwise they just float in the air, as if they had motion type settings of statics. The exporter exports without the flag set, even if you export clutter items, that's why I know. Sometimes I forget to check the flag and then I wonder why the items keep staying airborne when I press the havok button. I'm not sure whether I have the latest exporter version since I don't mod for FO3. Bethesda clutter/weapon meshes have this flag set as well.

fair enough. just a different kettle of fish with F3 then- where weapons/clutter usually don't have the animation bsx flag ticked in them.
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Brooke Turner
 
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