Hair problem

Post » Sat Feb 19, 2011 6:49 am

Heya guys! I'm realy getting into modding again lately and seems like i figured out how to do a lot of new stuff. I finally managed to create my own custom armor, and custom head meshes. But now i'm trying to get into hair meshes as well since i got some nice hair meshes that I would like to use. I'm using http://www.fallout3nexus.com/articles/article.php?id=32 tutorial which seems to work since my mesh does show up in the editor. However it seems that when I load my file in nifskope the maps seem to render the way they should be. However when i open them up in the editor they are all messed up! I have no idea how to fix this problem...so I turn to you guys, yet again ;) Does anyone has had similar problems and does anyone knows how to fix this? Or does anyone knows another tutorial that makes you export hair from either max or blender. Since I've had no luck with that part so far...

http://i46.photobucket.com/albums/f119/Geonox_2/hairerror-1.jpg
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Samantha Wood
 
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Post » Sat Feb 19, 2011 4:11 am

My advice- just setup and export your hair like a helmet. don't bother with that tutorial.

hair is just a fancy hat, But with 2 meshes, hat and nohat, 2 egm files to correspond to those 2 mesh objects, a special shader, a special texture, and with vertex color.

Anyway, if you are intent on using that tutorial, you are going down this route, you can probably figure it all out from this topic http://www.thenexusforums.com/index.php?/topic/235241-hair-conversion-from-oblivion-to-fallout-3-gone-wrong/page__st__10#entry2105805

hopefully that saves me from having to type out stuff that is pretty straightforward from looking at any working hair nif. >if all else fails, just look at a vanilla hair. It's basically just a hat!
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 1:30 am

My advice- just setup and export your hair like a helmet. don't bother with that tutorial.

hair is just a fancy hat, But with 2 meshes, hat and nohat, 2 egm files to correspond to those 2 mesh objects, a special shader, a special texture, and with vertex color.

Anyway, if you are intent on using that tutorial, you are going down this route, you can probably figure it all out from this topic http://www.thenexusforums.com/index.php?/topic/235241-hair-conversion-from-oblivion-to-fallout-3-gone-wrong/page__st__10#entry2105805

hopefully that saves me from having to type out stuff that is pretty straightforward from looking at any working hair nif. >if all else fails, just look at a vanilla hair. It's basically just a hat!


Thanks, lol you know a lot ;) The tutorial was pretty easy and it actually worked but I only got the uv maps all messed up in game for some reason? I actually already tried exporting it as a hat. But then I used the exported nif as an instance for the oblivion nif from the tutorial. I haven't tried using it as it is so I'm going to look into that. But the thing is somehow I can't get the dds plugins to work for 3d max. I don't know if I can just add the missing data blocks in nifskope? I'll look into it later today...thanks anyway!
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brian adkins
 
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Post » Sat Feb 19, 2011 6:37 am

I don't think you have UV issues. So I wouldn't be looking there for the fix, Especially since you describe it renders correct in nifskope. the issue is specific to setting up hair in game.
Just do the export as a hat thing, and add all the extra junk that hair nifs need and it'll work.

about the dds plugin. Doesn't max natively support dds now? have you actually tried dragging a dds into it.

but you could set up all the extra shader node and texture sets up in nifskope. failing that I would try to export with a tga before I'd attempt that. that may give you all the correct blocks at export.
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Vahpie
 
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Post » Sat Feb 19, 2011 2:19 am

I don't think you have UV issues. So I wouldn't be looking there for the fix, Especially since you describe it renders correct in nifskope. the issue is specific to setting up hair in game.
Just do the export as a hat thing, and add all the extra junk that hair nifs need and it'll work.

about the dds plugin. Doesn't max natively support dds now? have you actually tried dragging a dds into it.

but you could set up all the extra shader node and texture sets up in nifskope. failing that I would try to export with a tga before I'd attempt that. that may give you all the correct blocks at export.


I just tried exporting it as a hat, there seems to be a max tutorial on this but this time the mesh doesn't even show up ingame. I don't get any errors it just doesn't show up. And as far as I know i got it all set up in nifskope [which i doubt otherwise it would show up] here's a nifskope screenshot;

http://i46.photobucket.com/albums/f119/Geonox_2/hairfail.jpg

I dont know if it's usefull or not but it looks the same as a normal hair mesh does. Don't mind the texture I'll change it to gray later on...
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Sunnii Bebiieh
 
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Post » Fri Feb 18, 2011 8:25 pm

Lord...I feel so good. I just spend a lot of time fixing this mesh, trying to find out why it didn't work and reading into the link you gave me Ghogiel and the answer was realy simple -> I just had to turn on the "has vertex color" to yes. it seems to be working right now! <3 I'm going to do some tests ingame to see what it looks like :)
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Jamie Lee
 
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Post » Sat Feb 19, 2011 5:05 am

http://i46.photobucket.com/albums/f119/Geonox_2/hairmesh.jpg

took me some time to figure out the maps tho. I'm not used to making *working* hair meshes so this was my first time experimenting with the alpha channels and highlight maps but I guess it turned out okay. I only need to fix the back to make it all nice and smooth. Now it's clipping with the neck so I still have to edit the alpha chanel a little bit. But okay...I managed to get this thing working at least ;)!
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Jonny
 
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Post » Sat Feb 19, 2011 2:46 am

I don't know if this actually matters, but bethesda uses a cyan color for the vertex colors on their hair nifs. I would imagine that the use of that color is intentional. Not sure for what though, but I would have used the same.
I would get the rgb value of that and dump that color onto the mesh before exporting. Trying to actually edit vertex color by hand in nifskope would not be something I would ever do... unless it hat at most 10 verts or something.
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Kortknee Bell
 
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