well the problem with that is even if i was to upload a 3ds of it, the truth is blender is the issue. it renames everything with decimals, and that causes issues. it renames materials, nodes, bones, everything with decimals. all of those have to be fixed before i try anything else. i just have not had time yet. i just fixed the boots material because of that very thing, but i had no idea until i looked at it in nifskope. that is a minor issue though since that is just one part, so it was easy to fix in nifskope. but anything related to these gauntlets is going to have to be gone through with a fine toothed comb before export because there are more parts and more room for error, and of course there are still a bunch of things named with decimals. that is just how it is. if there was a setting i am not aware of in blender that changes that so it does not make everything numbered into decimals then i dont know where to change it. all i know is that is one issue.
the other issue is when it was imported, things got messed up. so somehow the keyframes are missing, and the nif will not work without it, so those were stripped on import, and wont get magically replaced on export, so until i figure out how to add thsoe back right it is pointless to try and export the file to any format.
things are still not parent/childed right either, and that also has to be done before export to any format. so until that is done it is also pointless to try and export it.
no matter how you look at it, these thinga have got to be fixed before the export or the nif will not work, and on top of that trying to fix the nif is a nightmare. im tired of spending hours trying to fix a nif when there is no undo button and it just ends up being a confusing mess.
yes if i was working in 3ds max i would not have any of these issues at all. i would know my way around it and how to fix things like this, and i am pretty sure the parent child thing would be easier too. but im not and i am on linux. so any file generated from my computer is going to have some issues. that cant be fixrd by exporting it to a 3ds becuase the file will still have the same issues. and to tell the truth it could make things worse. exporting it to obj or 3ds can effect it badly. i just transferred files today that were exported from nifs to obj and 3ds and faces were flipped, it got supersmoothed for no reason (and i dont use that setting in blender it is unchecked but still got supersmoothed on export) and the poly count was way over the top for no reason. it had to be cleaned on the other end because blender did that.
now i think a better idea would be to take the raw materials, and someone who has 3ds, could assemble those like i did. i know it is doing the same work over but the only way i can see to make it work is to eliminate my blends from the equation as much as possible, since they have the issues, perhaps someone else could replicate what i did from the beginning and start as fresh as possible with the gloves. it just makes more sense to me than chasing problems over and over.
so, here is the formula for the CS version
1: i took the morang tong gloves and imported them with nifscripts, so the first step would be to import those in max
2: i took the vertices where the wrist covering is, where it flares out and selected them all on that edge, the rest of the glove i left alone. i simply took those vertices and merged them into a cone shape, then exported the gloves as a nif. i did that for both the first and 3rd person morang tong glove models. then i named them something like c_dwemer_gloves.nif and c_dwemer_gloves.1st.nif.
3: then i took my bracers (working) and the gloves (not working yet) and the ground mesh (already done and working in CS and game) and the icon for gauntlets and the textures to replace the original textures, and sent them over to my colleague.
He took them and put them in the CS and tried to make them gauntlets that way by using the bracer and the gloves and assembling them using the CS, but the problems the gloves have from import and export in blender make them impossible to work with, they are invisible. and this is due to a lot of the things i mentioned, and becuase these need an animation, even just a simple keyframe. and because of that they dont work.
so if someone wants to try and do it right i would suggest trying it that way and replicating what i did. because anything i do on this end is going to have issues that need to be fixed, and it will have even more issues no matter what format i use to export it to. sorry but that is mainly a linux/blender issue and i am limited to what i can do. so instead of me sending a mess back and forth, it might be better for someone to recreate the gloves using max or some other program that has a better working nif export.