Custom object issue

Post » Wed Dec 07, 2011 10:12 am

When I try to import my own custom objects/meshes into the GECK, and place them in the game. It says something like this object is not a fade object. Then when I put it in the wasteland, I see the box but nothing's in it...
Anyone know why that happens and how I can fix this?
I take objects from Google Sketchup and convert them to nif, then I place it in the GECK, here is my process if it helps you solve the problem....make sure you watch in HD otherwise you wont be able to read a damn thing...
http://www.youtube.com/watch?v=gnfV-Yvp3KM
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christelle047
 
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Post » Wed Dec 07, 2011 3:46 pm

The object must have 'BSFadeNode' as its root, not 'NiNode'. Also, your object has no collision, so even if you got it into the game you would be able to walk right through it.

Generally the easiest way to get a simple object into the game is to use Nifskope to copy your mesh into an existing object (and then rename it, of course). To do this, you would locate the NiTriStripsData block in your ambulance model, copy it, and then paste it into a suitable, similar object. Then you would get the NiTriStrips entry in that object to point to your new, copied NiTriStripsData block and delete the old one. I'm pretty sure there are some videos up on Youtube that show exactly how to do this - have a search round. You would also have to adjust the collision box to match the shape of your ambulance using your modelling program (and use a similar process to get the new model into the nif).
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Sista Sila
 
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Post » Wed Dec 07, 2011 5:28 am

The object must have 'BSFadeNode' as its root, not 'NiNode'. Also, your object has no collision, so even if you got it into the game you would be able to walk right through it.

Generally the easiest way to get a simple object into the game is to use Nifskope to copy your mesh into an existing object (and then rename it, of course). To do this, you would locate the NiTriStripsData block in your ambulance model, copy it, and then paste it into a suitable, similar object. Then you would get the NiTriStrips entry in that object to point to your new, copied NiTriStripsData block and delete the old one. I'm pretty sure there are some videos up on Youtube that show exactly how to do this - have a search round. You would also have to adjust the collision box to match the shape of your ambulance using your modelling program (and use a similar process to get the new model into the nif).

How do I change it's root? Is there a program or is it just a simple button?
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Sophie Payne
 
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Post » Wed Dec 07, 2011 1:07 pm

How do I change it's root? Is there a program or is it just a simple button?


You can use nifscope, open your .nif with it and, double click the root node, then type BSFadeNode. Save! You'll most likely still need to add a collision via blender or another 3D modeling program.

hope this helps

cev
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STEVI INQUE
 
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Post » Wed Dec 07, 2011 12:23 pm

You can use nifscope, open your .nif with it and, double click the root node, then type BSFadeNode. Save! You'll most likely still need to add a collision via blender or another 3D modeling program.

hope this helps

cev

I successfully changed the root node but the second error is still popping up, and my model is still invisible. anyway to fix this?
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Mario Alcantar
 
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Post » Wed Dec 07, 2011 8:29 pm

Firstly, you should re-read JW1's post.

Miaximus has a pinned post at the top of this forum regarding video tutorials. http://www.fallout3nexus.com/downloads/file.php?id=4941 one is quite comprehensive. Although Blender-oriented, it will still be of use especially as regards NifSkope, textures etc.
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Josh Trembly
 
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