Modifying Amour with Adding New Meshes/Objects

Post » Wed Sep 07, 2011 11:19 pm

Hello,


I have recently been able to successfully modify original weapon meshes in Blender. For example, I was able to elongate the clip of the G3 Assault Rifle by editing its original mesh to look how I wanted it to.

However, I now have become very interested in modifying the mesh of an original armour (the powerarmorcomplete.nif). And, as I went to apply this method, I realized that it appears I cannot. In summary, I will be adding spikes and sorts to various parts of it (thus far only the upperbody portion), and I cannot simply have the original texture be stretched out over these spikes, if my understanding is correct.

So, I went about adding such new meshes to the armour, combining them into one object (just the additions), and, exporting it with, by reference, seemingly correct settings. Now, in NifSkope, with the weapon modifications, I was easily able to 'paste over' the NiTriStripsData block of the modified one over the original's and change a few settings, and that was that. Here, I want a separate object. So, I took advice from a tutorial for making weapons usable in Fallout 3 (if I understood correctly) and made a duplicate of the UpperBody NiTriShape branch, and went to 'paste over' its NiTriStripsData with that of the spikes and such (the new meshes). But, I was not given the option -- after many repetitive attempts, I am fairly certain that I had copied and went to paste over correctly.

Consequently, it strongly appears that my very little knowledge of 3-D modelling, specifically that of Fallout 3 weapons, was not sufficient to apply to adding new meshes.

I would greatly appreciate any knowledge someone can spare, as I would really like to get doing this.


Thanks!
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sharon
 
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