Pharah
Posts : 3430 Join date : 2014-05-14
Character sheet Name: Faction: Level:
| Subject: Invisible custom mesh in GECK Thu Mar 12, 2015 1:24 am | |
| 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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Guest Guest
| Subject: Re: Invisible custom mesh in GECK Thu Mar 12, 2015 1:26 am | |
| 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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Pharah
Posts : 3430 Join date : 2014-05-14
Character sheet Name: Faction: Level:
| Subject: Re: Invisible custom mesh in GECK Thu Mar 12, 2015 2:20 am | |
| Yes, it's working! The solution was so simple, lol. Thank you, Tes. |
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Guest Guest
| Subject: Re: Invisible custom mesh in GECK Thu Mar 12, 2015 2:26 am | |
| No worries, glad you fixed it. |
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| Subject: Re: Invisible custom mesh in GECK | |
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