So my first project was to mod the infamous gas mask and remove the helmet from it. I know there's another like it, but this was more for the experience than anything. i also did a custom UV Map to learn that. And added a basic texture to it, but no normal map until it's finished.
Anyways, all is well as far as blender goes.. but then the fun part begins, getting it into the dern geck. I read everything I could find on clothing and static mods, but couldn't find much help specifically for helmets/hats. I heard they are easier because you don't need to rig them like other armors. Is this true? Also I was constantly running across inconsistencies about settings to use when exporting the nif. Some say 'make sure you click this..' others saying 'make sure you DON'T click..' for the same thing. Argh this is tiresome. :banghead:
So I have tried every combination of ways to export the dang thing and transferred the NiTriShape data to the vanilla nif. Updated the arrays and all the other stuff I could find a reference about. Compared it to the vanilla file and all seemed correct. When I load it in GECK it's all spiky and messed up. Only thing I could find about this happening is saying make sure it's rigged to the skeleton properly.. but I thought helmets didn't need the skeleton... Is this a problem related to nifskope, exporting from blender, or both?
Well, here's some screens:
http://img188.imageshack.us/img188/772/hathoodgasmaskblender.jpg
http://img52.imageshack.us/img52/1816/hathoodgasmasknifskope.jpg
http://img188.imageshack.us/img188/4474/hathoodgasmaskgeck.jpg :facepalm:
http://img63.imageshack.us/img63/978/hathoodmaskblender.jpg :ninja:
Seems like this is probably some obvious problem, so I was hoping someone could slap the noob outa me and tell me what I did wrong. Any takers?