Custom Static object

Post » Tue Jun 29, 2010 2:42 am

Heya guys...I'm trying to add a custom static object, a new interior mesh to fnv. I'm working in 3d max but somehow I can't seem to import/export the mesh properly. It looks fine in nifskope but it's completely blank/transparant when I import it into the geck. It seems to load without an error or whatsoever it just doesn't show up. However it does seem to recognize some information since there is a huge box around the object where the mesh should be. Which seems to be the right size, only thing is my new interior won't show up! So I'm wondering what the best way is to fix this/to export a static interior mesh properly :(!
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Shirley BEltran
 
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Post » Tue Jun 29, 2010 11:52 am

Does it know where to find the textures?
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Bigze Stacks
 
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Post » Tue Jun 29, 2010 4:34 am

It's not that. I just tried to manually assign the textures in nifskope again, so now the path is programfiles/steam...etc instead of just /textures but it doesnt make a difference :(. Is there a tutorial or an easy way to export simple static meshes? Ever since all this next gen functions the most simple stuff seems to be so complex. :/
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OTTO
 
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Post » Tue Jun 29, 2010 9:30 am

I have this same problem. http://www.fallout3nexus.com/articles/article.php?id=248 http://www.fallout3nexus.com/articles/article.php?id=290 are the two tutorials I've found. http://www.gamesas.com/index.php?/topic/1136468-mesh-shows-in-nifskope-not-geck/ may or may not be helpful to you; by following Ghogiel's advice on the commented article I've managed to get a partial mesh to show up... the disappearance seems to be related to the gizmo that activates collision, any piece with the modifier turns up invisible whilst any without display properly but without any collision/some mesh fracturing. I miss the days of "Bounding Box"!
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Amy Melissa
 
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Post » Tue Jun 29, 2010 1:36 pm

I had trouble getting some static meshes to show up in the GECK one time.

To make it work, I had to open the mesh in Nifskope and go to the BSShaderPPLightingProperty block(s) for all of the mesh parts. Most of the time, you will want to disable all of the shader flags except for SF_EMPTY and SF_UNKNOWN_31. If your not familiar with this, the shader flags are located in the block details of the BSShaderPPLightingProperty block. Just double click on the value field and a dialog will pop up that lets you check or uncheck what shaders you want to enable/disable.

Can't promise it will fix your problem, but certainly worth a try.
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Queen Bitch
 
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