Can't Select Static in GECK

Post » Sat Aug 06, 2011 6:20 am

So, I created a custom .NIF model for a mod I'm attempting - basically an expansion upon The Sink in OWB - but for some reason I can't select the object in the GECK except through a selection-box or through the object list, and I can't click-and-drag to move it (since the render window is treating it as if it were nonexistant). I've never encountered this problem before, especially with an object whose collision mesh works fine.

The .nif file is http://dl.dropbox.com/u/1657500/nvdlc03_sinkrmwallexsm01.nif. It was exported directly from Blender, with no post-exportation alterations - as far as I can tell, they aren't needed, but that might be the source of the problem, I suppose. I can't find any decent (and up-to-date) tutorials on the issue, though.

Any ideas why it would act this way?
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Taylor Thompson
 
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Post » Sat Aug 06, 2011 3:42 am

So, I created a custom .NIF model for a mod I'm attempting - basically an expansion upon The Sink in OWB - but for some reason I can't select the object in the GECK except through a selection-box or through the object list, and I can't click-and-drag to move it (since the render window is treating it as if it were nonexistant). I've never encountered this problem before, especially with an object whose collision mesh works fine.

The .nif file is http://dl.dropbox.com/u/1657500/nvdlc03_sinkrmwallexsm01.nif. It was exported directly from Blender, with no post-exportation alterations - as far as I can tell, they aren't needed, but that might be the source of the problem, I suppose. I can't find any decent (and up-to-date) tutorials on the issue, though.

Any ideas why it would act this way?


This is an easy one! :celebration:

Your model needs to be a BSFadenode, this is the block type the game and GECK uses for most .nif's. To fix this issue simply open your nif in nifscope and change the header block from "Ninode" to "BSFadenode" and, it will work properly in the GECK.

Hope this helps

cev

EDIT: If your using the latest version of blender, there is an option to always export as BSFadenode. which will help avoid this issue. :tops:
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IM NOT EASY
 
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Post » Fri Aug 05, 2011 9:13 pm

Excellent. Thanks!

Another small issue I'm having with it - there's something odd going on with lighting, but only on this mesh. When looking at it in at some angles, you get some areas lit up, but at other angles, those areas aren't lit up. I'm pretty sure the 'not lit up' version is the 'correct' one, and would like to fix this issue.

Anyways, here are some example screenshots:

http://imageshack.us/photo/my-images/155/2011080500001i.jpg/

http://imageshack.us/photo/my-images/233/2011080500002.jpg/

I'm not sure what the problem is, but I suppose it could be something to do with the normal map? No idea how to fix it, though.

EDIT: As for your edit - I thought that the nif-exporting plugin didn't work with the newer versions (above 2.49) of Blender or, at least, that the plugin doesn't work very well.
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hannah sillery
 
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