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 Invisible custom mesh in GECK

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Dio Brando



Posts : 3285
Join date : 2014-05-13
Age : 22

Character sheet
Name: Aya A7-01
Faction: Institute, Aggresive Reaction Unit
Level: Unknown

PostSubject: Invisible custom mesh in GECK   Wed Mar 11, 2015 8:24 pm

I have modified a hair nif mesh in Blender and then I have exported it. Next, I've made all that block copy/past branch stuff, my custom nif has textures and is clearly seen in Nifskope, but in Geck, when I am trying to add this mesh, it's always invisible, as well as it is in-game. I've read that the trouble might be with Shader Flags, but I've tried saving it with SF_Empty and the original mesh-like ones, both copies have the same problem. How can I make it visible?
Export settings:
 

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Tesvixen



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Join date : 2014-02-26
Location : United States

PostSubject: Re: Invisible custom mesh in GECK   Wed Mar 11, 2015 8:26 pm

Make sure that the hair's primary Nitrishape is named 'NoHat'.  Also, hair has to have egm/tri files.  That's what tells the hair how to change shape, should you modify the shape of the head itself in GECK/character creation.
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Dio Brando



Posts : 3285
Join date : 2014-05-13
Age : 22

Character sheet
Name: Aya A7-01
Faction: Institute, Aggresive Reaction Unit
Level: Unknown

PostSubject: Re: Invisible custom mesh in GECK   Wed Mar 11, 2015 9:20 pm


Yes, it's working! The solution was so simple, lol. Thank you, Tes.

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Tesvixen



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PostSubject: Re: Invisible custom mesh in GECK   Wed Mar 11, 2015 9:26 pm

No worries, glad you fixed it.
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PostSubject: Re: Invisible custom mesh in GECK   Today at 6:08 pm

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