I need to understand those nif files

Post » Sat Aug 14, 2010 12:34 am

Good evening again,

I would like to developp a ground nif via a nif file.

I mean I have a nif but don't have a ground nif (_gnd.nif) associated to it...How should I go about making this ground nif?

Please point me out to some learning sites etc or better help me out...

I really need to go to the bottom of this. It has bugged me for too long now...

Thanks for your help
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Damien Mulvenna
 
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Post » Fri Aug 13, 2010 10:57 pm

What sort of nif do you have? Is it a vanilla nif (if so what is the name)? Is it Armor? Or Clothing? Please give us more information so we can help you more. :foodndrink:
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Lynne Hinton
 
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Post » Fri Aug 13, 2010 5:17 pm

The other thing that will help is to know what modelling tool you have available. Shapes copied out of the wearable part of an armor or clothing nif aren't always suitable for _gnd use, so you may have to make another mesh.
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Roberta Obrien
 
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Post » Fri Aug 13, 2010 5:24 pm

Sorry guys for giving so little information

It's about the genji Armor: see the link below
http://www.tesnexus.com/downloads/file.php?id=31494

And more specifically about the helmets within this mod...In fact the mod uses the blade's helmet gnd_nif for its japanese style Helmets...And given the high quality of this mod those helmets really deserve a proper gnd_nif.
So I decided to go on trying making those gnd_nif out of the nif files...

Guess what? it never worked the way I wanted, as the gnd_nif I created could not be picked up in game...

So I decided to actually learn about nifscope as I can no longer stand my lack of knowledge for this tool...

Help me out guys...
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sw1ss
 
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Post » Sat Aug 14, 2010 12:57 am

What I'd try is:

1) Load up the blades helmet ground nif.
2) open a second window with the donor (wearable) helmet nif.
3) Copy the NiShapes or NiStrips of the wearable one over (copy branch, paste branch) as children of the root node in the ground nif
4) Remove the blades helmet shape(s)
5) Save as new file

Your ground nif should now have only those parts that it needs to behave properly, and the visible shape will be the donor one. What might not match is the collision mesh, but since both are helmets, they shouldn't differ a lot.
If it works, you might then go looking for a closer match on the collision mesh among the other helms in the game (maybe the Daedric one?)
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Romy Welsch
 
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Post » Fri Aug 13, 2010 4:24 pm

Thanks ghastley,

When I paste the branch I have this error message:
failed to map parent link "NiNode|Scene Root"

What do I do wrong?
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Captian Caveman
 
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Post » Sat Aug 14, 2010 2:43 am

You may have to change the name of the root node to match. Won't harm anything.
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LADONA
 
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Post » Fri Aug 13, 2010 3:48 pm

Do you use Blender?
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Red Bevinz
 
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Post » Fri Aug 13, 2010 6:29 pm

Do you use Blender?

No unfortunately I don't I need to learn how to use it though...

ghastley I am back from work and try out your tip...I'll keep you posted.

thanks again


EDIT: ok guys it is still not working even when I change the name of the NiNode to match the one of the wearable helmet...

By the way the genji helmet has several NiNode coresponding to the different part of the helmet...so that might be the reason...
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Jacob Phillips
 
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