Custom pistol import problems

Post » Fri Mar 25, 2016 1:58 pm

I took the vanilla 32 pistol and ever so slightly modified it, (lengthened the barrel and changed the sights), most importantly I re-worked the UV's so i could properly texture it;



with other items, statics, clothing, etc, I have been able to replace and reconnect the custom mesh in the vanilla nif through nifskope,



the problem with the weapon is myriad, first when i try to reconnect the TriShape to the NiNode, it sets my custom mesh in odd places, assuming this has to do with the local animation; i have used the edit transform to place the custom meshes in the proper places, however in game i am able to shoot the gun perfectly,



although the reload animation, (gun breaking and speed reloader does not fire properly). also my shell casings are hovering a few inches to the right of the gun, in mid air.



I'd like to get some ideas on how to replace these meshes. I assume i could recreate the animations, but this is my first foray into weapons, and there is alot I don't know. Any ideas?



here is the nif:


https://drive.google.com/file/d/0B858bpwZmkmicjBrcDNsLWlsY1k/view?usp=sharing

User avatar
Nick Swan
 
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Joined: Sat Dec 01, 2007 1:34 pm

Post » Fri Mar 25, 2016 2:01 am

See if this thread helps any, http://www.gamesas.com/topic/1522332-3d-max-plug-in-messed-up-meshes-moved-around-on-export/



If that fails you could always try deleting the NiTriStripsData from it's parents NiTriStrips and then paste your strip data in to replace it.

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Nicole Coucopoulos
 
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Joined: Fri Feb 23, 2007 4:09 am

Post » Fri Mar 25, 2016 1:46 am


sweeeet, it was probably collapsing the transforms on export that did it, although some of the meshes didn't place properly, it wasn't nearly as bad as it was to adjust before, and now all the animations work perfectly.



thanks for the help

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maya papps
 
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Joined: Mon Aug 07, 2006 3:44 pm


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