Gaming Underground Network

Come for the Mods, Stay for the Community!
 
HomePortalLatest imagesInterviewsRegisterLog in
Search
 
 

Display results as :
 

 


Rechercher Advanced Search
Info Panel
______________
MOD MASTER THREADS:
FALLOUT
THE ELDER SCROLLS

______________


______________


GUNinsider
Fallout Miami: Mika999
Stay Connected

GUNetwork
Keywords
fett machine fiend legion Ryse outlawer drag money riot khan boom vault dead hunk body marvel daryl NPCs boba FCOM ghoul powder Mask Reforged overhaul boomers
Latest topics
» Introduction
[F:NV]tri not working/different vert-count [cleared] Emptyby Andyboy Today at 2:36 pm

» Are you going to buy Fallout 5?
[F:NV]tri not working/different vert-count [cleared] Emptyby l3ossTweed Fri Jun 02, 2023 6:21 pm

» introduction I AM GORPER
[F:NV]tri not working/different vert-count [cleared] Emptyby realryco Thu Jun 01, 2023 9:05 am

» vortex help
[F:NV]tri not working/different vert-count [cleared] Emptyby Abyssfer Sun May 28, 2023 3:12 am

» Dragbody FO4 Power Armor & Modded Companions
[F:NV]tri not working/different vert-count [cleared] Emptyby Jimmbalaya Fri May 26, 2023 10:48 am

» Free: Hue
[F:NV]tri not working/different vert-count [cleared] Emptyby Wertologist Thu May 25, 2023 8:22 pm

» Combat Shotgun Fallout 3
[F:NV]tri not working/different vert-count [cleared] Emptyby Tandrum Tue May 16, 2023 10:17 am

» (Fo4) fo76 Steel Dawn Weapons and Armor ports
[F:NV]tri not working/different vert-count [cleared] Emptyby chrisbrose Tue May 16, 2023 10:08 am

» need recomendations
[F:NV]tri not working/different vert-count [cleared] Emptyby Abyssfer Mon May 15, 2023 6:13 pm

» re-position meshes?
[F:NV]tri not working/different vert-count [cleared] Emptyby StengAh47 Sun May 14, 2023 9:58 am

» Hello! Where to Post Mods [FNV]
[F:NV]tri not working/different vert-count [cleared] Emptyby scrab20 Thu May 11, 2023 11:41 am

» (FO4) Fallout 3 Missile Launcher
[F:NV]tri not working/different vert-count [cleared] Emptyby Ulysses216 Wed May 10, 2023 11:46 pm

» Free: Under the Moon
[F:NV]tri not working/different vert-count [cleared] Emptyby Wertologist Fri Apr 28, 2023 3:33 pm

» Hello :D
[F:NV]tri not working/different vert-count [cleared] Emptyby Guest Tue Apr 25, 2023 7:59 am

» Joining the party late!
[F:NV]tri not working/different vert-count [cleared] Emptyby Guest Tue Apr 25, 2023 7:58 am

» A good tutorial on how to create a weapon from scratch?
[F:NV]tri not working/different vert-count [cleared] Emptyby ITSTONYSANTANA Sun Apr 23, 2023 2:48 pm

» Fire Rate in Xedit Calculation?
[F:NV]tri not working/different vert-count [cleared] Emptyby TimvorixosGR Tue Apr 18, 2023 8:38 pm

» Free: Desktop Dungeons
[F:NV]tri not working/different vert-count [cleared] Emptyby Wertologist Tue Apr 18, 2023 4:21 pm

» Clone Dispenser
[F:NV]tri not working/different vert-count [cleared] Emptyby Deathchewy Tue Apr 18, 2023 6:09 am

» Can someone help me with the creation kit? from fallout
[F:NV]tri not working/different vert-count [cleared] Emptyby SrVictory Tue Apr 18, 2023 1:21 am

June 2023
MonTueWedThuFriSatSun
   1234
567891011
12131415161718
19202122232425
2627282930  
CalendarCalendar
_
June 2023
MonTueWedThuFriSatSun
   1234
567891011
12131415161718
19202122232425
2627282930  
CalendarCalendar

Share
 

 [F:NV]tri not working/different vert-count [cleared]

View previous topic View next topic Go down 
AuthorMessage
shadowshade

shadowshade

Posts : 261
Join date : 2016-01-07

[F:NV]tri not working/different vert-count [cleared] Empty
PostSubject: [F:NV]tri not working/different vert-count [cleared]   [F:NV]tri not working/different vert-count [cleared] EmptyTue Nov 28, 2017 10:51 am

I made the necessary face-morphs/shapekeys for my custom head-mesh but the game never applies them - as if there wasn't a .tri-file at all.
Both the .tri and the .nif do have the same amount of vertices. see below
I already tried all kinds of methods to export/generate said file and it's just not working.

I followed this tutorial:
Code:
https://www.nexusmods.com/skyrim/mods/74516/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D74516%26preview%3D&pUp=1

And I tried both methods, that is the one where you export each shape as an .obj and create the .tri with the AnimationTools' tri-creator as well as the method where one makes use of the .tri-export-script for Blender.

Regarding the latter I tried both scripts, the one for Blender 2.49 and the other one for Blender 2.7.
I also tried all kinds of locations for the head-mesh: center of the scene,  facing front when in front view ... but all to no avail.

I can't imagine that it has something to do with the lack of an .egm-file for my custom head mesh, or has it?

Edit1: Now that's weird - Blender says the mesh has 11180 vertices, according to NifSkope it has 11523. But when I re-import that mesh into Blender it has 11180 again. What's going on?! Shocked

Edit2: Apparently the different vertex count also appears with vanilla head mesh - in Blender 1184 and in NifSkope 1211.
But then again the tutorial insists on the vertex count to be the same. I'm really at a loss here.

Edit3: Read somewhere that one should open the mouth a bit. I tried it but it's still not working.

Edit4: When I export without any Material, the vertex count in Blender and NifSkope is the exact same. I tried to compensate the information loss due to the deletion of the material by pasting the necessary branches in NifSkope. That didn't work; I think I lost the UV-map (?).
But the game does play my animations! So the .tri is not the problem after all.
The sole issue is that the export of the head-mesh with material changes the number of vertices. And I have absolutely no idea why.
A user on the Nexus encountered the same problem while modding Skyrim:
Code:
https://forums.nexusmods.com/index.php?/topic/895634-exporting-from-blender-changes-vertex-number/
Unfortunately the thread doesn't mention why this happens and what can be done about it.
Anyone any ideas?

Edit5: I've posted my problem on the Niftools' forum and got the following response:
neomonkeus wrote:
Each unique material effective results in having to split out what were commonly shared vertices into a new mesh.
The nif format doesn't support sharing vertices across materials like it does in blender.
If anyone else has this problem: Exporting as .obj from a finished .nif and then importing that .obj into Blender keeps the vertex-count as shown in NifSkope.

This topic can be locked.
Back to top Go down
 

[F:NV]tri not working/different vert-count [cleared]

View previous topic View next topic Back to top 
Page 1 of 1

 Similar topics

-
» [FNV]Why is the tower floating?(LOD-issue) [cleared up]
» [NV/Hitmans 1stP Anim]Reload-Animation Bug [cleared up]
» Companion Distance and Count Trouble
» MCM not working for my TTW
» fallout 3 not working

Permissions in this forum:You cannot reply to topics in this forum
Gaming Underground Network :: Fallout :: Troubleshooting :: Troubleshooting Archives-