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
boomers marvel Mask suit Superpele boom leon ghost money body Gear commonwealth Duty Reforged riot power clone Ryse space dead hunk vault Resident Metal khan NPCs
Latest topics
» R.S.A. Weapons question
[F:NV]tri not working/different vert-count [cleared] Emptyby gtp_750 Tue Nov 19, 2024 2:30 am

» Hello - Fo4/76 player
[F:NV]tri not working/different vert-count [cleared] Emptyby 3doutlaw Sat Nov 16, 2024 8:28 pm

» Hey everyone
[F:NV]tri not working/different vert-count [cleared] Emptyby FentaBerry Wed Nov 13, 2024 11:29 pm

» [FNV] Question about Rainbow Six Siege armor set
[F:NV]tri not working/different vert-count [cleared] Emptyby IzzBee Wed Nov 13, 2024 1:54 pm

» I made a detailed map for Fallout 1 & 2 remakes!
[F:NV]tri not working/different vert-count [cleared] Emptyby railroadbill Wed Nov 13, 2024 2:29 am

» Tammy's Introduction (Making a PA port)
[F:NV]tri not working/different vert-count [cleared] Emptyby Leviatan Sat Nov 09, 2024 1:36 am

» OICW Mod for New Vegas
[F:NV]tri not working/different vert-count [cleared] Emptyby DavidW75 Wed Oct 23, 2024 12:37 am

» Looking for Gta 5 xbox one modded account
[F:NV]tri not working/different vert-count [cleared] Emptyby salman0786 Tue Oct 08, 2024 4:47 pm

» [FNV] Flickering Landscape Textures
[F:NV]tri not working/different vert-count [cleared] Emptyby zliu313 Fri Oct 04, 2024 2:33 pm

» Best Site Ever!
[F:NV]tri not working/different vert-count [cleared] Emptyby WasteNinja88 Sun Sep 29, 2024 5:38 am

» Weird bug or glitch with Console Command. [FNV]
[F:NV]tri not working/different vert-count [cleared] Emptyby nickenicole47 Tue Sep 24, 2024 7:11 pm

» Suggestions on npc mod that Blends with dragbodys mod?
[F:NV]tri not working/different vert-count [cleared] Emptyby ilovebees.com Sun Sep 22, 2024 6:31 am

» [FNV] Right Mouse Button Zoom/ADS Bug
[F:NV]tri not working/different vert-count [cleared] Emptyby Lankychazz2009 Sun Sep 22, 2024 4:20 am

» (FO4) FO76 BOS Objects
[F:NV]tri not working/different vert-count [cleared] Emptyby campesino.p Sat Sep 21, 2024 9:53 pm

» [FNV] Dragbody's FO4 Power Armors bug.
[F:NV]tri not working/different vert-count [cleared] Emptyby Lankychazz2009 Thu Sep 19, 2024 2:34 pm

» Fallout: New Vegas "Pizza Boy" Mod
[F:NV]tri not working/different vert-count [cleared] Emptyby MrMistyEyed2 Tue Sep 10, 2024 1:15 am

» Here Are Some Of The Best Mods From GunNetwork
[F:NV]tri not working/different vert-count [cleared] Emptyby Abyssfer Sun Sep 08, 2024 10:02 am

» Saying hi after two years
[F:NV]tri not working/different vert-count [cleared] Emptyby spiralsandspirals Thu Aug 29, 2024 12:39 am

» Looking for an alternative to Nexus
[F:NV]tri not working/different vert-count [cleared] Emptyby freakoverse Fri Aug 23, 2024 10:50 am

» fallout 4 mods
[F:NV]tri not working/different vert-count [cleared] Emptyby salientguitar4 Mon Aug 19, 2024 5:47 pm

November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar
_
November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
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 9:51 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-