Hey Freedom Forcers, just out of curiosity, is there a newer/updated version of Nifskope that acknowledges :ffvstr:? When I go to "Render", "Settings", "Auto Detect Game Paths", Nifskope states "Successfully detected the following games: Freedom Force", but doesn't acknowledge :ffvstr:. Am I doing something wrong or do I have an outdated version of Nifskope, because when I skope for :ffvstr:, 9 times out of 10, I'm dealing with a white blob. How do I get Nifskope to acknowledge the texture files of the skope that I'm working on.
Also, according to the "CHANGELOG" file in the Nifskope folder, it states "This is version 1.0.22 of NifSkope." Is there a newer version floating around? If so, where would I acquire it from? (And I apologize for asking, but it's been awhile since I have downloaded any form of Nifskope.)
Thank you in advance for any help I can get. :thumbup:
i cant help you with the white blob issue cause i have that problem too but heres the link for the updated nifskope
http://frworld.wikispaces.com/IntroNifSkope
:doh: :doh: :doh: I should have known to go there first. Such a noob mistake, now if I could just get the white blob thing fixed I'll be good to go, maybe I can even finally finish that Savage_Dragon skope for Billdamn22. Thanks my friend.
With all the favors youve done for me, least i can do.
Not sure if there is another way, but I'm using the "Custom" way because I couldn't get the"Auto Detect Game Paths" to work:
- Render > Settings > Add folder > Folder (then, pick the folder with the textures and mark the option "Look for alternatives").
You'll have to change the folder with every new skope, but you will see the textures.
Thank you Windblown, I'll give that a try.
One more question, does it matter if I'm using (.TGA) files or (.DDS) files? Currently the Savage_Dragon skope that I am working on is set to take (.TGA) files, and that is what I am using for the texture files.
Again, thank you in advance for any help I can get.
Well, I changed the texture files in my "Standard" skin folder to (.DDS) files, and so far, that seems to be working. I continue with that and see what happens. :)
Quote from: Cyber Burn on July 25, 2013, 09:08:39 PM
Thank you Windblown, I'll give that a try.
One more question, does it matter if I'm using (.TGA) files or (.DDS) files? Currently the Savage_Dragon skope that I am working on is set to take (.TGA) files, and that is what I am using for the texture files.
Again, thank you in advance for any help I can get.
I think that by checking the option "Look for alternatives" the program looks for .dds files with the same name if there isn't .tgas in the folder.
I hadn't thought about that, I was thinking that the "Look For Alternatives" option meant that Nifskope would look for other folders.
Ok...New question.
I am trying to skope the "Plastic_Man_Buff" mesh into an Amazo. On of the things that I noticed was that all the different pieces of the mesh are mapped to "Male_Basic". If I try to change the file of one of the pieces, such as the big hands that appear in "Melee_6" from "Male_Basic" to anything else, say "Big_Hands", every other piece of the mesh changes to the new name as well. Is there any way to change what a piece is mapped to without everything else changing? Thank you in advance for any help and advice that I can get.
hi cyber,
I have run into this before. what I have had to do is copy and past the part into the mesh again. for some reason, the original is all linked together. however, the new copied piece can be named to a different .tga or .dds file.
Respectfully,
Thanks SCD, that's normally what I would do,since that's what I would do with something like a "Tom_Versatile" or a "Pulp_Versatile" mesh, unfortunately, the "Plastic_Man" mesh doesn't seem to work the same. The mesh kind of brakes if I remove a piece and then replace it.
didnt sioux city dynamo replace the male basic part of the mesh for daglobs avatar? maybe you could look at that and see what he did and see if that will help you
I used syns morph and it worked fine.
Thank you SCD, I will definitely check that out.
Hey guys, I've got a new question.
If a mesher has embedded the texture into a mesh piece, is there any way to undo that using Nifskope? Some examples are the Captain America "Shield_Throw" Fx's by Renegade, and the shoulder pad pieces used by Vorelliwiseau on his "Heretic_Basic_Armor_v1.2" skope. I can get Nifskope to give me a Wiremap for the pieces, but I don't know how to proceed from there, or even if I can proceed from there.
As always, any help/advice/suggestions that I could get would very much be appreciated. Thank you.
I dunno if you'd still need it, Cyber, but I've tinkered with it a bit, and here's a step-by-step if you ever encounter it again!
0. Back up the mesh/mesh piece. For some reason, this trick only works once after you do steps 1-5, delete the new free slot, and want to add a detail map again. Not sure why, but it's probably doable - I just haven't looked hard enough. In any case, the end result works properly.
1. Fire up the mesh in Nifskope.
2. Find the NiTriShape with the embedded texture. Branch it out and find NiTexturing Property.
3. Now, branch that out and find NiSourceTexture. Right click that and choose Block > Remove Branch.
4. Now, right-click NiTexturingProperty and choose Add Detail Map.
5. You should see a free slot where you can designate a new skin!
Thanks V, I always enjoy learning new stuff in Nifskope. I'll give this a try.
Ok, new question. I can't Skope Keyframes for nothing. What I would really like to do, is to add the "Ranged_Gun_4" animation from Grenadier's "Cable_Updated" Mesh to Shevek's "Deadpool_Muscular_Updated" Mesh. And then I would like to set it up so that the Gun only shoots once instead of the half dozen or so times that it does shoot.
In all honesty, I don't even know where to begin on this, would anyone happen to have any suggestions on how to accomplish this?
As always, any help would be greatly appreciated. Thank you.
hey Cb ! maybe you have already tried the "m25 keyframes transfer tool" for transfering that keyframe, if not that could be a possibility.
Yeah, unfortunately, the new animation didn't register in CTool after I did that, so I'm looking for another option.
Cyber, send me what you're working on, including the keyframes with the added/now missing ranged_gun_4 animation. I feel confident that I can get the animation to show up and I want to try something out regarding just having him fire once. Setting the number of contacts to one is easy enough, but I'm sure the multiple arm recoils is what you would like altered. I have an idea that I'd like to try on it.
You are incredible Hoss, you've got mail. The Skope itself is still very much a WIP, but I've sent you what I have so far. It's :ffvstr: exclusive. Thank you for taking a look at this for me, I really appreciate it.
I've made the animation available in the keyframes and everything moves where it should. Altering the contacts (or leave_hand) down to one was easy enough. Now, I have to experiment to see if I can make the mesh actually look like it's only shooting once.
That is awesome Hoss, I really appreciate you taking the time to help me out with this. Thank you.
Permission is given for anyone to use whatever I upload however they like, and to add me to any and all lists.
...and the experiment is a success! :doom2: Mwahaha!
Cyber, you have mail.
Quote from: hoss20 on March 16, 2014, 01:51:31 AM
...and the experiment is a success! :doom2: Mwahaha!
Cyber, you have mail.
I just got your E-Mail, and those Keyframes are perfect, because of you, my vision of Night Thrasher is that much closer. I really can't tell you how much I appreciate all the work that you must have put into this. Just saying "Thank you" wouldn't be anywhere near enough. I owe you big time.
You are very welcome, as always. I feel a little guilty that I didn't do a hover version for the animation, but I figured he can't really fly (other than catching some air!) and I have a ton of stuff I need to get working on besides the RL stuff we've both mentioned in your other thread. Let me know if need the hovering animation.
I'm thinking I'm going to just drop the hover animations, I figure he's not a flier, so I'd just try and cut the file size.
Ok, new question. Does anyone know if there is a Tutorial anywhere for adding Alpha Properties to a Mesh (Or Mesh piece) in NifSkope?
Not I but it's real simple.
1. Go to the Node the mesh is attached to, else the mesh piece itself.
2. Right click > Node > Attach Property > NiAlphaProperty
That's it.
Optimal settings for the Alpha channel are:
Right Click on the Alpha channel > Flags
Enable Blending = Yes
Source Blend Mode = Src Alpha
Enable Testing = Yes
AlphaTest Function = Greater
Alpha Test Threshold = 127 or 200
Sort/Sort Triangles = No (unless it's an aura than yes)
Awesome, thank you SA, I'll try that out.
Here's a link I find very useful for Nifskope and you and others may as well. It's the codex for everything used in NS and spells out what every function does, where it goes, and so on. It reads like stereo instructions but you get the gist of it after awhile. Really great for when you don't know how structure and settings are supposed to look or if your curious what some of those various functions will actually do for your meshes.
http://niftools.sourceforge.net/doc/nif/ (http://niftools.sourceforge.net/doc/nif/)
Man, there is an insane amount of information here. I think I will be doing a LOT of reading for a while.
I tend to type that link name and whichever term I'm working with into a shortcut to make it easier. Like NiTextureProperty http://niftools.sourceforge.net for example. Mostly it's helpful in defining which values are what and what needs to be linked to what. But in skimming I learned a few new things, not all useful to me but still...or maybe I'll actually find a use for stencil properties some day, who knows right?
I agree, you never know what you need to know until you need to know it. By the way, your instructions worked perfectly for the Alpha issue. Thank you.
Does anyone have, or know the location of, a Tutorial for transferring Particle Emitters from one Mesh to another? Thank you in advance for any information that could be provided.
I don't know if there ever has been one. I think advice was just given upon request. I do know that sometimes they are in two pieces (branch copy only copies half the necessary data).
I don't really play with FX though I imagine the structure is the same.
1. For a character in Nifskope first copy the Emitter and paste it to the other mesh.
2. Then copy and paste the Particle System of the same name from the Scene Root of the donor to the Scene Root of the other
That's all it needs. So for example you take the " Head " FX Emitter from a mesh and paste it to the other, then the " Head " Particle system as well.
You don't have to match up Emitter nodes either. So for example you can paste a Head Emitter, which would normally be found on a characters Head node of course and paste it to say another Pelvis node instead. It still works as long as you have the matching named Particle System pasted into the Scene Root AND if you've done it in the correct order (node Emitter first, Scene Root Particle System second. You can also rename the Source Texture (handy if you want an FX to only show up on one skin via Alpha channels, see my Larfleeze for an example) as you wish and as far as I've found there's no real limit on how many FX you use. Note as well older versions of Nifskope (grey background GUI ones as opposed to the current black ones) can't handle FX management so you have to use a current version for the process.
Thank you SA. Because of your advice, I actually pulled off my first Particle Emitter transplant.
Next question: Is it possible to move a Particle Emitter? I currently have the FX placed on the hand, but I think I want it down a little lower.
Once they are mounted, how do you point them?
That would be cool to know as well.
I'm not sure what you mean by point. Moving is easy enough though.
You click on the Emitter NiNode (make sure Nifskope is set so that nodes are visible). The node itself will highlight, this is also the location/point the particles come from exactly.
Right click > Transform > Edit.
Move the Emitter via the Transform scales (X, Y, Z ) just like you would any mesh piece. Likewise you'll have to take some time and fool around to get it where want it and understand how exactly it moves about in the 3d space.
I use this A LOT with all the Lantern meshes, especially for lining up the Emitter with the ring on their fingers.
The particles seem to leave the emiters in one direction. From what you say, it should be easy to rotate the emitter with the Transform menu.
Thanks!
New question time (I really should be writing all of this down).
Can I use NifSkope to create a "Static" Mesh from a regular Mesh?
Basically, I want to use a "Character.Nif" as part of an FX. I believe that the Mesh/Skope I want to use is specifically for FFvt3R, but I was wondering if the file is exported as an (OBJ) File, and then imported back into NifSkope, if that file can then be used for FF1.
Sorry, it has been a rough day and my brain is kind of fried, so I apologize if I didn't express what I want correctly.
I dunno, but if you remember the double scope we tried to work on that would have a Male Muscular mesh and a Male Teen mesh that neither of us could ever get to work, I eventually just imported a male Muscular mesh into Male Teen 12, and while it doesn't look like what I want, the Male Muscular hovers in the background and doesn't animate. I did pose him in Nifscope before I copied him. There may be a pic someplace in the Skin-A-Rama.
Is this something like what you want to know?
Yes, that is pretty much what I am trying to do.
In the tutorials I sent over to you for storage the one titled " Basic Animation with Nifskope " by Conduit describes in detail how to do this as well as the advanced methods for adding effects to it as well it includes a work file .nif to experiment on (I think I packaged the .nif file?).
Ok, new question time. How would I go about putting a Particle Emitter o the tip of a Weapon?
In this instance, I have a Skope that uses a Flamethrower, and I want to put a Particle Emitter on the end so that it has a flame coming out of it.
Same way as you would any other. Copy an FX emitter and paste it to the node you want it on then reposition it (Right Click>Transform>Edit>Translation XYZ) until you feel it is resting where you'd like it to be (like at the end of a gun nozzle for example). You'll want an FX that goes in the correct direction to save yourself the headache of trying to change the direction so something from a hand of another or arm (same as your weapon will be held in).
You can copy that emitter to the hand holding the weapon then reposition it, however this can screw up the position during animations (shouldn't if the weapon follows the hands rot, but can all the same). For better measure copy the emitter directly into the weapons node itself then move it about from there. This has the added feature that most time a keyframe calls for the weapon node to be hidden/visible the FX will follow suit automatically. Most emitters you find will travel upwards if that's the effect you want.
if you want it to be shooting out of the flamethrower the best one I know of is the tornado node from Tom's Cannonball. I have a copy of that on the Goblin meshes gliders, though you would need to change the rotation to face frontwards (I believe we discussed how this is done elsewheres? anyways again that's select the emitter's NiNode> View Block Details> Rotation> shoot in the dark and check it back and forth in CTool until it seems to be pointing in the desired direction ) though as someone who makes FX regularly I'm sure you know this method isn't very good since the stream would have no bounding box thus it wouldn't actually hit opponents in game.
Quote from: SickAlice on August 18, 2014, 05:02:34 AM
Same way as you would any other. Copy an FX emitter and paste it to the node you want it on then reposition it (Right Click>Transform>Edit>Translation XYZ) until you feel it is resting where you'd like it to be (like at the end of a gun nozzle for example). You'll want an FX that goes in the correct direction to save yourself the headache of trying to change the direction so something from a hand of another or arm (same as your weapon will be held in).
You can copy that emitter to the hand holding the weapon then reposition it, however this can screw up the position during animations (shouldn't if the weapon follows the hands rot, but can all the same). For better measure copy the emitter directly into the weapons node itself then move it about from there. This has the added feature that most time a keyframe calls for the weapon node to be hidden/visible the FX will follow suit automatically. Most emitters you find will travel upwards if that's the effect you want.
if you want it to be shooting out of the flamethrower the best one I know of is the tornado node from Tom's Cannonball. I have a copy of that on the Goblin meshes gliders, though you would need to change the rotation to face frontwards (I believe we discussed how this is done elsewheres? anyways again that's select the emitter's NiNode> View Block Details> Rotation> shoot in the dark and check it back and forth in CTool until it seems to be pointing in the desired direction ) though as someone who makes FX regularly I'm sure you know this method isn't very good since the stream would have no bounding box thus it wouldn't actually hit opponents in game.
Thanks SA, that's where my thought processes were heading, but I was hoping for advice/clarification from one of you guys who are more experienced. The FX/Particle Emitter is mainly for decoration since I'll probably use one of El Diablo's FX in game.
But again, I always appreciate the help, thank you.
Quote from: SickAlice on May 01, 2014, 01:20:30 AM
I'm not sure what you mean by point. Moving is easy enough though.
You click on the Emitter NiNode (make sure Nifskope is set so that nodes are visible). The node itself will highlight, this is also the location/point the particles come from exactly.
Right click > Transform > Edit.
Move the Emitter via the Transform scales (X, Y, Z ) just like you would any mesh piece. Likewise you'll have to take some time and fool around to get it where want it and understand how exactly it moves about in the 3d space.
I use this A LOT with all the Lantern meshes, especially for lining up the Emitter with the ring on their fingers.
Ok, this is probably a noob question, but how do I set up NifSkope so that Nodes are visible?
(top menu) Render > Draw Nodes
Hmmm...My Particle Emitter isn't showing in NifSkope. I found the Node, but I can't see the FX playing. Any suggestions?
Do you mean that you can't see the FX playing in Nifskope? If your skope is FFVTTR, then you won't. I think this was mentioned somewhere awhile back, but I know that I have never been able to see FX playing on a 3rd Reich mesh/skope. It doesn't matter what version of Nifskope I was using. I can see the FX on an FF1 mesh, but never on a 3rd Reich one. I think someone explained what the casue of this was, but I can't remember.
Thanks Hoss, that will be a bummer then.
There's my one to grow to on. I didn't even know one could see FX in NS. Then again I only work with FFVTTR or converted meshes so I never noticed. Like I said before I just adjust one value at a time and keep checking CTool for Rotation adjustments. For position just keep the FX node highlighted while you adjust it's X/Y/Z position and move the little dot to the exact location you want it. It's ends up being pretty easy once you figure out which adjustment moves it which way. I've gotten good enough at it to place one so it sits right on top of a GL ring or in the direct center of an engine.
I was able to get the FX to the location that I wanted it, but I still need to try and get the FX to flow in the proper direction.
This gives me an idea. I could put together a mesh with several FX pointing different directions and upload it to the workbench page. Would anyone want that for skoping? I haven't forgot the limbs mesh either, in due time. Putting heavy work into the third GL wave right now but I think I could work those two into that upload.
Quote from: SickAlice on August 22, 2014, 06:26:55 PM
This gives me an idea. I could put together a mesh with several FX pointing different directions and upload it to the workbench page. Would anyone want that for skoping? I haven't forgot the limbs mesh either, in due time. Putting heavy work into the third GL wave right now but I think I could work those two into that upload.
That would be pretty cool, I would definitely be interested.
I did a search, but couldn't really find a solid answer to this. What is the proper way to export a Mesh Piece to (Obj.) format. For example, if I wanted to export the Shield from one of Renegade's "Captain America" Meshes into an (Obj.) format, is there anything specific I need to do?
Secondly, once I export the piece into (Obj.) format, can I use Blender to alter the mapping?
For the record, while I have tried Blender a few times, I was never able to understand it, so I really have no practical experience using the Program.
What mapping aspects would you like to alter? There is a fair amount of editing that can be done in Nifskope and it's only this year that I've been doing a lot more to mapping than just adjusting the position in the art file.
For this specific FX, I'm looking at the "Core.Nif" from Tombstone's "Phantom_Pistol" FX for :ffvstr:.
Basically, the Mapping is a pain to properly Skin because it's oddly shaped. I've tried stretching the Mapping out in NifSkope, but it didn't turn out too well. So I am very open to advice and suggestions.
There's no proper way. Depends on how your going to Import it really.
- Export from Nifskope: You can of course use Nifskope to export a 3d .obj file.
In older versions (grey background in preview plane) of the program by clicking on the editable mesh/trishape> right click > .OBJ > Export mesh
Later versions (black background in preview plane ) click on the editable mesh/trishape> File > Export > Export .Obj
- From 3d program: After importing the .nif file delete everything but the choice object and export it. In Blender make sure the piece is highlighted.
If your importing from Nifskope option 1 is better because it maintains the correct size of the piece. Blender is better if the piece is to be weighted later. In Blender I find it's also good to save and export the armature with it as that will hold it in it's original position.
-
As for texture assignment I'm no good with Blender. I use Milkshape for it (cost me $20 decades ago, no idea what the full version costs now) because it was designed for making game mods and the texturing is a very simple process using it.
-
The specific case (Phantom Pistol) is not weighted so the first example works. I'm looking at the parts of it now. What is it specifically your trying to do (and with what piece/pieces?).
Your saying " stretching out the Mapping ". By this do you mean you want to scale up the texture assignment to a larger version of the original. Or are you trying to give it a different shape instead to make texturing it simpler? I'm guessing it's the latter and what you want to do is remap both lightning pieces since they have an awkward overlapping assignment as they are now. Either way let me know, I can put this together for you in short time.
Quote from: SickAlice on August 27, 2014, 04:57:28 AM
Or are you trying to give it a different shape instead to make texturing it simpler? I'm guessing it's the latter and what you want to do is remap both lightning pieces since they have an awkward overlapping assignment as they are now. Either way let me know, I can put this together for you in short time.
Basically, re-mapping the pieces so that they are easier to Skin would be ideal.
Here are the lightning objects for that nif remapped. The wireframe is included. All you have to do is import them into the nif.
http://catman.freedomforceforever.com/temp/lightning.rar (http://catman.freedomforceforever.com/temp/lightning.rar)
You rock SA, I really appreciate this, so I hate to ask, but could you do the same for the Bullet piece as well?
http://catman.freedomforceforever.com/temp/bullet.rar (http://catman.freedomforceforever.com/temp/bullet.rar)
Sorry the lightning is still confusing. That's the best I could adjust what was there. The first arc was separated (vertices weren't welded and it's comprised of multiple planes?),the second was one piece but had no mapping originally. I'm not sure why Irrational did it that way other than they didn't foresee that piece being skinned later perhaps? I can see why this one was so tricky.
Very much obliged SA, thank you. They way it was mapped (And lack thereof) was just not allowing me to give the FX a proper Skin, so I really appreciate this.
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Next question. RandomDays put together some awesome Weapon Packs (http://freedomreborn.net/forums/index.php?topic=56890.0) for Skopers. I was wondering if anyone knew how he did this. Basically, I think I want to make templates for a Sword, a Spear, and a Shield in that format. Once I get those, then that will open a lot of doors for me to create a little more diversity in regards to Weapons for my Skopes, and hopefully others will be able to find use for them as well.
Hey guys, I'm having an issue with a Skope. Basically, I added one of the Guns from RandomDays' Pistol Pack to a Mesh, not a problem, I have done it a few times previously, but for some reason, this time, the Gun has a very prominent shine to it in CTool2. The Skope is for :ffvstr:.
I did a search on the subject and found the following thread: http://freedomreborn.net/forums/index.php?topic=57317.0
Unfortunately, I don't know if I am doing something wrong, or if the problems are due to different reasons. RandomDays' Gun does not have the "Refl" and "Glow" set up, so I'm not sure where to go from here to fix it. If it helps, I can show what I'm seeing in NifSkope.
Block List View:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/NifSkope_Error_Hydra_L1_01_zpse41558d2.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/NifSkope_Error_Hydra_L1_01_zpse41558d2.jpg.html)
Block Details View:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/NifSkope_Error_Hydra_L1_02_zps37c14331.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/NifSkope_Error_Hydra_L1_02_zps37c14331.jpg.html)
Since I would like to keep using RandomDays' Weapons Packs, if anyone has any advice or suggestions, I would gladly accept it, and would very much appreciate it.
Thank you in advance for any help on this.
Hey Cyber,
if you send the skope to me I'll fix it for you and I'll send a couple of pictures to you of the process (if it's what I think, it's very easy to do) :)
Quote from: windblown on October 19, 2014, 11:05:39 PM
Hey Cyber,
if you send the skope to me I'll fix it for you and I'll send a couple of pictures to you of the process (if it's what I think, it's very easy to do) :)
That would be awesome on all accounts Windblown. I am definitely interested in learning more.
You've got mail!
Thanks again! :D
Thanks to Hoss20, SickAlice, and Windblown, I have finally, successfully, added the (Refl) and (Glow) to 2 Skopes. Thanks for all the time, advice, and patience that you have given to me. I definitely appreciate it.
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Next question. I am trying to stretch out the head of a Mesh for a Skope, basically, I want to raise the forehead, and lower the chin. Is this something that can be done with NifSkope, or would I need to do this in Blender.
Quote from: Cyber Burn on October 26, 2014, 12:33:00 AM
Thanks to Hoss20, SickAlice, and Windblown, I have finally, successfully, added the (Refl) and (Glow) to 2 Skopes. Thanks for all the time, advice, and patience that you have given to me. I definitely appreciate it.
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Next question. I am trying to stretch out the head of a Mesh for a Skope, basically, I want to raise the forehead, and lower the chin. Is this something that can be done with NifSkope, or would I need to do this in Blender.
Never mind, I think I found an alternate solution. Thanks anyway. :D
Unfortunately, I have to go back to the (Refl) and (Glow) questions. In this case, what do I do if the Mesh I am using does not have an Omni or Omni01 Branch in the Block List?
Is this something I can just copy and paste from another Mesh?
I know that I've had success with doing that in the past.
Thanks Hoss, I wasn't sure if adding an Omni or Omni01 from another Mesh would mess up my Skope. Considering how long I've been doing this, I really don't know enough about Nif Files, and what each of their components do. SickAlice had previously directed me here: (http://niftools.sourceforge.net/doc/nif/), but I don't seem to see basic things, such as the Omni or Omni01, the Scene Root, or the Handle.
That being said, is there anything out there that gives a breakdown of the FF/FFvt3R Nif?
Hey everyone, I'm trying to Skope the Belt ties from Grenadier's "Demon_Gren" onto Valandar's "Male_Knife_Fighter", and I keep getting the following error message:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Infinite_Recursive_Link_001_zps72c29a26.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Infinite_Recursive_Link_001_zps72c29a26.jpg.html)
I've received this error before on other Skopes, but I've gotten past it by switching the pieces I've used for the Skope. Now, I'm just curious as to what the error actually is, and what it means. Thank you in advance for any advice on the subject.
My understanding is it means the node is linked to itself. I get this one a bit, especially when I import multiple particle emitters with different texture assignments in one nif (also when I worked with that Demon one as well). I'm sure it causes a bug of some sort but I've yet to encounter any problems arise from it being there. My fast track solution is I close out Nifskope and reopen it and do the process again. It normally doesn't happen the second time around if all else the third.
Thanks SA, this has been frustrating to say the least. I had tried this about half a dozen times yesterday, with no luck. I also tried attaching the Belt Ties to other Nodes, and I still received these errors.
Quote from: SickAlice on November 12, 2014, 02:21:50 PM
My understanding is it means the node is linked to itself.
Maybe I'll try and change the Nodes in the piece itself to see if I can get results that don't include an error message.
It is a good question though. Honestly I could never make heads or tails of the error. I spent a few hours going from forum to forum tonight and the same as usual which is disagreement on the issue. I have no clear understanding of the bug nor the resolution to it myself. At best I know that changing string names tends to be the direction to go but I've been there and the low road is the easier method, which is to try and reload else copy parts to an untainted version of the nif your using as a base.
I also did mess with this a bit tonight. Sort of. I don't have the knife fighter mesh. I do have Demon. So I went about skoping that piece (and the Tail node system when called for) to several randomly selected meshes. Never an issue.
I'm looking at your picture:
- The tree is correct, the Tail system is present and accounted for and the ties are where they should be in the Scene Root.
- Noting you have NiNode 229 highlighted which I presume Nifskope actually did. But,did you open the branch and see where exactly the issue is or is it right there? I ask because usually Nifskope jumps to a node but if you open it upon error you'll usually also find the specific line itself is highlighted too. It's hard to say exactly what the issue is here or at least what needs to be corrected without all the details. Noting 238 as well, what is that on your nif?
Like I say honestly when it comes to a real frag of a problem I usually skip a beat and take a cheater solution out. Maybe not proper form for the everyone's, yet I'd rather dedicate my time to things like sculpting and texturing and building stuff for my ever growing avatar then screw around with semantics. Of course as I said I haven't witnessed a problem ever arise from nif's I had that error with and just kept anyways. That isn't to say I haven't read tell tales of game crashes resulting from them (I note though that no error message nor data from the game engine is presented in these cases to indicate that is the actual source of the S.O.D., just saying) so who knows.
Sorry that isn't more helpful friend but as they say, when I know I guarantee you will too. I will add perhaps it wouldn't be a bad idea if you haven't already for some of the advanced questions to head to Nifskope central and see if you can hit up one of the programmers. They seem to be online a bit anyways.
* I keep forgetting this sorry but noting the link I directed you to earlier. While I'm at this time boggled by that myself and to quote Beetlejuice " It reads like stereo instructions " the answer to anything and everything is contained within that codex and most of what I know I got from there. When you hover over something in Nifskope most of it brings up a brief description of what it is. Putting that into the search field on that site link will bring you to the detailed version of it. Most of what you'll find is useless to anyone other than a person writing the Nifskope program itself however in almost every case what the values themselves do are laid out. Additionally I'm stumbling across features there of the Netimmerse filetype that I hadn't heard of before that I believe require further examination. Who knows, one of us may learn to do something radical by the end of it. It's worth skimming through from time to time at least.
Not any closer to a detailed explanation of the infinite recursive link issue but I did stumble upon a solution, at least one that's worked in every test I did so far. Copy the piece in question into the nif a second time, delete the original one. That's it. Not completely sure why this works but it does. So say the problem node is called " poop_hat " and it's attached to the Head node. You Copy (Branch) poop_hat, paste it to the Head node creating a double of the poop_hat and delete the original. You'll see the error doesn't occur for the new piece nor when you save the nif.
Nice catch SA, I was able to get the piece to work on the Skope I was working on, but I wasn't exactly sure what I did in the process. Having this advice will definitely be helpful. Thank you.
New question time.
I have a Skope based on Gren's "Thunderball_Heavy" that I'm working on. The Ball and Chain seem to be connected together, but I was hoping to either hide or remove just the Ball. Would anyone happen to know if this is possible, and if so could you guide me through it please?
I don't have that version myself rather his WC Thunderball (the last to recent version I think) but I'm going to assume it's sort of the same. Here would be two methods.
1.) Add an Alpha channel property if one isn't present as you normally would (Right Click>Node>Attach Property>NiAlphaProperty). Mine does not have one.
2.) On the .tga/.dds for the Ball and Chain (Extras here) add an Alpha channel. Alpha out the ball.
Or
Open it up in Blender. Click on the ball and chain highlighting and switch from object mode to edit mode. Delete the vertices that make up the ball. Switch back to object mode, highlight everything and export the new nif. Better to export it as a separate nif and skope the " no ball chain " where it's supposed to be in a clean version of the nif as Blender often messes up texture settings as well the structure of nifs.
Thanks SA, I had already set up the Alpha Channel, and gone that route, but I was wondering if NifSkope could be used for future reference.
I may still at least try the Blender route though, especially since the piece I replaced the Ball with has no Mapping or Texture to speak of.
You can do this in Nifskope also, but it will take significantly longer than deleting the vertices in Blender. It's the method discussed awhile back on the subject of transplanting heads from one mesh to another. It is the method of pruning triangles and I still use it quite often. In this case, since the ball is comprised of 720 triangles that you would have to zero out individually, I'd stick with Blender. I'd be happy to post a little tutorial if you'd like or maybe find the old one.
Quote from: hoss20 on December 22, 2014, 04:58:53 AM
You can do this in Nifskope also, but it will take significantly longer than deleting the vertices in Blender. It's the method discussed awhile back on the subject of transplanting heads from one mesh to another. It is the method of pruning triangles and I still use it quite often. In this case, since the ball is comprised of 720 triangles that you would have to zero out individually, I'd stick with Blender. I'd be happy to post a little tutorial if you'd like or maybe find the old one.
That would actually be quite awesome, and even more appreciated.
Even though this is an issue with an FX, I'm going to post this here, because I tend to have this issue with some of my Skopes as well.
Basically, on some of my FX and Skopes, if I import an (Obj.) File into the (Nif.) File, the WireMap/Texture becomes a jumbled mess. I'm not sure what causes this, and it's really a hit or miss type deal. Some work fine, others, not so much.
For the FX I'm currently working on, this is what the Texture of the (Core.Nif) should look like:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/GreenShell_Original_zps5755cd04.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/GreenShell_Original_zps5755cd04.jpg.html)
For some reason though, the Texture of the (Nif) File comes out looking kind of jumbled up:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/GreenShell_Textured_zps98275b46.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/GreenShell_Textured_zps98275b46.jpg.html)
After seeing that, I created a WireMap to see what was going on, and unfortunately, this is what the WireMap looks like after importing the (Obj.) into the Nif File:
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/GreenShell_WireMap_zpsf374ae3a.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/GreenShell_WireMap_zpsf374ae3a.jpg.html)
I don't know if I'm doing something wrong, or if there is some sort of issue with the (Obj) Files that I have been using. Would anyone happen to have any suggestions?
Odd. The model looked fine. What needs to be done then is 1.) The texture coordinates need to be manually moved to line up where they're supposed to and/or 2.) if the vertices on the model are welded the model will have to be broken into parts, remapped then put back together. I'll get on that by tonight.
*Nvmd, just looked at it now. I'm sort of boggled. This is the same green shell I sent you:
(http://catman.freedomforceforever.com/temp/gshell1.jpg)
Image one is from CTool after I stuck the model in a nif and set the texture (greenshell.dds). Picture two is from a 3d model program with the texture assigned as is. Picture three is the wiremap over the texture. I'm not sure whats happened, nor how you arrived at that wiremap (did you remap it somehow? Look at the wire on mine, it's the same as yours and I didn't change anything from how I sent it).
Quote from: SickAlice on January 24, 2015, 08:02:09 PM
I'm not sure whats happened, nor how you arrived at that wiremap (did you remap it somehow? Look at the wire on mine, it's the same as yours and I didn't change anything from how I sent it).
No re-mapping was done. I did a straight import of the (Obj.) File into the (Nif.) File. I've actually had this issue occur with quite a few of my Skopes that I've imported (Obj.) Files into. I've always ended up dropping the Skope and starting over from scratch, and when I do, I find a different (Obj.) File to use.
I can't say that it's the (Obj.) Files not playing nice with the Base Meshes, because I've had both good and bad results using the same Meshes. I can't say that it's an FF1/FFvt3R issue, because I've had both good and bad results using Meshes from each Game. I can't say that it's "How" I'm doing this, because I've done it the same way for each Skope/FX.
I'll keep trying to find some way to make these work, I'm not concerned about not eventually being able to get the results I want, but I am curious as to what's causing this.
Weird. So did I. I used Nifskope version 0.9.1. though. I found in particular any newer version with a black background has bugs in the importer (wrong assignments, puts a hard drive exploit in the nif). Though I stuck it on male_basic. For FFVTTR FX I generally have to use the newer version of Nifskope. My method is to usually import it into a nif (any) using an old version, save it, open that and the FX file for use in a newer version and copy the piece over then adjust it from there.
I just downloaded NifSkope Version 0.9.1. I'll see if I have any better luck with this. Thanks SA.
You rock SA! Using this version of NifSkope seemed to do the trick. It's a little awkward to navigate, but as long as it works, I'm good. :D
Welcome. It's a little awkward using two versions together at first but you get used to it. I found that version in particular was able to things others couldn't, likewise can't do things newer ones can (The old one won't handle FX/particle emitters at all and usually not unconverted meshes).
Wow, almost 6 Months to the Day since I've posted in this thread. Hopefully, that won't keep happening.
Anyway, I'm working on a Skope that has been on my "To Do" List pretty much forever. I've been working on it for a couple of days, on and off. Unfortunately, I've hit a snag with a vanishing Mesh piece. If you look at the Skope dead on in CTool2 or in-game (FFvt3R), the piece vanishes, but if you look at it from straight above or below, then it appears. Does anyone have any suggestions as to what I should be looking for? On a side note, the piece works fine in NifSkope. I appreciate any advice you guys could throw my way.
Is it an alpha'd piece or in close proximity to a piece that is alpha'd?
No, I'm using WireMaps for all the Textures.
Go ahead and send it my way. I'll see if there's anything another set of eyes can discover.
You rock! Thank you.
You have mail! :D
I usually scrap both the node and mesh when it comes to that. More for the " legacy " thing and not tainting future meshes. I used to run into the problem a lot. I'd be grateful if you post any results/solutions here. Some fixes I applied before:
- Changing the Alpha channel value: Usually dropping the value from 200 to something like 127-139 resolves it. Not actually sure about the technical reasons for that.
- Adding a Stencil mask. Not often but enough a piece isn't being drawn/rendered from every side. The Stencil property resolves this by wrapping the texture from all angles.
Quote from: SickAlice on June 15, 2015, 03:57:52 PM
I usually scrap both the node and mesh when it comes to that. More for the " legacy " thing and not tainting future meshes. I used to run into the problem a lot. I'd be grateful if you post any results/solutions here. Some fixes I applied before:
- Changing the Alpha channel value: Usually dropping the value from 200 to something like 127-139 resolves it. Not actually sure about the technical reasons for that.
- Adding a Stencil mask. Not often but enough a piece isn't being drawn/rendered from every side. The Stencil property resolves this by wrapping the texture from all angles.
I've actually never messed with a Stencil Mask before, but after looking at the piece in question, this could be a possibility. If I'm seeing things correctly, then there may not be a back to the Mesh Piece in question.
Wow, it gets longer and longer between the times that I utilize this thread. Kind of embarrassing, actually. But, while I'm here, I do have a question.
For as long as I've been a part of the Community, I've always been told that the Textures needed to be a Square shape of a certain Dimension (128x128, 256x256, 512x512, Etc.), and that's what I've always done, Skins looked like the Picture below.
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Character_Nif_017_zpsd3843025.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Character_Nif_017_zpsd3843025.jpg.html)
But then RandomDays began importing files from other sources, and the sizes of the Textures were different (512x256, 256x128, Etc,). But for some reason, these worked as well.
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/EVE_Nomad_RD_zpshcdf3dsq.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/EVE_Nomad_RD_zpshcdf3dsq.jpg.html)
But the problem lies when trying to create new Wire Maps for these odd sized Textures, since NifSkope only wants to create Square Maps. So this leaves me with 2 questions:
1.) Is there a way to create a Rectangular Wire Map with NifSkope?
2.) Is there something located in the NIF File that tells you what Dimensions the attached Texture should be, and is there any way to change it with NifSkope?
I'm not sure about any exporting settings for texture maps, but what you could do is export a square map, and then resize the texture and put it in the bottom half of the texture file. kind of a cheap hack, but it would probably work. Heck, you could even alpha enable another model and map it to the top half of the square, too. Maybe make it both a camel rider and a horse rider on the same mesh. :unsure:
Yeah, what I'm currently doing, is exporting a Standard 512x512 Wire Map for the individual pieces I need, then I look at the Skin that came with the NIF File, and then re-size the Wire Map for each Mesh piece to Match the size of the Skin. If I use those Mesh pieces in a Skope, I try to keep similar sizes together when I condense the Mapping. It works, but I was just wondering why it works, when, like I said, we've always been told that the TGA/DDS Files needed to be specific dimensions. So my main question is, is there something in the NIF File that dictates the dimensions of the Texture File?
Late to the party but if you ever need send me the 3d model itself and I'll make a quick wiremap with MS.
Quote from: SickAlice on September 20, 2016, 11:35:37 PM
Late to the party but if you ever need send me the 3d model itself and I'll make a quick wiremap with MS.
That'd be awesome SA, thank you!
Something that I'm hoping will be useful for our Modders (Assuming I fully finish them):
A new "Thug with Gun":
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Thug_4_With_Gun_zpsfxjbmz3h.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Thug_4_With_Gun_zpsfxjbmz3h.jpg.html)
A "Thug with Knife":
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Thug_3_With_Knife_zpspsfp0ozm.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Thug_3_With_Knife_zpspsfp0ozm.jpg.html)
And a new "Male_Civilian":
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Male_Basic_Civilian_zpsx71xgegw.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Male_Basic_Civilian_zpsx71xgegw.jpg.html)
Each will have at least 3 Skins (Hopefully more though). I haven't made Portraits for these guys yet though, do Thugs and Civilians need them? If so I'll make those as well. I have a couple of others in the works, but these are what I have that are close to being finished.
Benton: Are there any specific Thug Types (Sizes or Weapons) that you might need for any future Mods? I could add them to the List.
Perhaps a assault rifle or something? A thug's gotta defend himself from all these loonies in spandex, amirite?
But I'm liking what you have so far, Cyber. I love that you tackle minions. FF desperately need them.
Quote from: spydermann93 on October 05, 2016, 03:20:29 AM
Perhaps a assault rifle or something? A thug's gotta defend himself from all these loonies in spandex, amirite?
But I'm liking what you have so far, Cyber. I love that you tackle minions. FF desperately need them.
You read my mind. I've got some heavier Weapons lined up as well. :ph34r: Cannonfodder is always fun to test new Skopes on, but I figured something like this could be more useful in the long run.
Thug #5
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Thug_5_With_Rocketlauncher_Updated_zpsjpjunfhz.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Thug_5_With_Rocketlauncher_Updated_zpsjpjunfhz.jpg.html)
Still needs a few more Skins though.
Well, I can definitely say that he is carrying "heavy weapons" :lol:
Yeah, besides making some Generic Thugs for Modders, I'm also trying to import more Weapons into FFvt3R. I'm hoping this will give potential Skopers the nudge they need to give Skoping a try.
Yeah those are pretty cool! I could see them being used as Apokalyptian weapons being smuggled b Intergang. Or some HammerTech or Aim weaponry that makes it to the streets.
Quote from: detourne_me on October 28, 2016, 07:28:30 AM
Yeah those are pretty cool! I could see them being used as Apokalyptian weapons being smuggled b Intergang. Or some HammerTech or Aim weaponry that makes it to the streets.
I'm also doing the same thing for the Hydra guys you hooked me up with. Personally, I'm just having some fun with this whole concept right now. :D
can some one send me a link wiki dosent have it any more
Welcome aboard Crosspotts, which Link would you like?
Awesome! You can never have too many thugs!
Good looking thugs
Awesome job on those thugs, CB! Like Benton said, one can never have too many thugs. Now, if we had more soldiers, police, vehicles and weapons, then I'd be in heaven! :thumbup: