HOW TO: Import/modify/export LH

Prestidigitator said:
Saketh, I have found something that I believe is causing all the trouble, it's not bones, it's not anything, it is the 'Number of Skin Partitions'!

I discovered that all the civ4 graphics have a number in there, except for our custom made ones, which says N/A. In the max documentation I read that it said this handles how the shader works, so maybe that's why the shader wasn't working when there is no partitions!!!

Maybe that should solve the case! but the issue is how to create the Skin Partitions values, I'll see if I can keep them in the exported file from Blender.

I'd like to hear what you think Saketh, could that be the problem???


EDIT EDIT-
Yes everyone! now it's accepting shaders without crashing! I'll just need to learn how to add the skin partition thing without deforming the model!

EDIT EDIT 2-
So the guy didn't crash the game this time, but he was so badly deformed and was twisted beyond recognition! :undecide:, but like I said, it all has to do with the skin partitions... I will update if my tries succeed.

Here is what happened..
View attachment 136893

That look like my first attempt that didnt work :

 
C.Roland said:
That look like my first attempt that didnt work :

Yeah, though yours looks less deformed than mine, but anyway, it means the same.

Any updates on your attempts, Roland? What I'll see if I can do is to try and create a brand new 'Skin partitons' property, it'll take some time, but I'll see...
 
OKay, I'll need some help here,
I can say that we can create full units and LeaderHeads with the freeware program Blender. To enable the shaders, we will need to solve this only problem:
------------------------------
Can anyone give me a heads up on how to export the 'Skin Partitions' in Blender, or perhaps any other program???? If this can be solved, then I'll gladly write up a tutorial explaining FULLY how to create LHs. I can't find a way to export the Skin Partions with the LH.

Skin Partitions headsup? someone please?
 
Prestidigitator said:
OKay, I'll need some help here,
I can say that we can create full units and LeaderHeads with the freeware program Blender. To enable the shaders, we will need to solve this only problem:
------------------------------
Can anyone give me a heads up on how to export the 'Skin Partitions' in Blender, or perhaps any other program???? If this can be solved, then I'll gladly write up a tutorial explaining FULLY how to create LHs. I can't find a way to export the Skin Partions with the LH.

Skin Partitions headsup? someone please?
I'm having problems myself, but I feel we can all at least try to help each other. Is there any chance that you can upload what you've got so far so that other people (myself included) can experiment with it?
 
R8XFT said:
I'm having problems myself, but I feel we can all at least try to help each other. Is there any chance that you can upload what you've got so far so that other people (myself included) can experiment with it?
Hi Rob,
Actually, each day I start from scratch with an original copy of the Cyrus LH. You don't need anything to start with, there's nothing of use that I can upload.

Have you any idea on how to create Skin Partitions?
:sad: I hope this isn't the end of the road, if Blender can't export or create partitions.
 
Good news, I've contacted some adminstrators in the NifTools forums (including CivFanatics forum member Shon), and they said they will be altering NifSkope so that it can generate Civ4 friendly NiSkinPartitions!

They said it is a priority, since even Oblivion requires 4< bones per partition. So I should expect the next release soon! Hopefully.
 
Has this issue been resolved now? I ask because it sounds like Charlemagne is going to be released soon, without the distortions. I've now (thankfully!!) worked out the process up to here using 3ds max, so I can, for example, remove Hatshepsut's crown and put her into the game, but she looks like she's a reflection from a broken mirror, if you see what I mean.

Any help would be gratefully received ;) !
 
Let me put it plain simple ;):
I have been working with members from the niftools, who have kindly produced a new version of NifSkope after my advice, all works well, but it seems that the problem is the same old 'Blender can't handle Bone verticies correcly' thing. So until it can be handled, there is not much hope in creating shining LHs in Blender :undecide:.
 
My version of Charlemagne do not use the normal map, it use the nonshader texture.

BTW Does anyone have tried to add the normal map and the gloss map via the nifviewer ???
 
Ok, I'm having a bit of trouble with using Blender.

Maybe the controls are just awkward for me, but what I'm trying to do is remove Stalin's entire head, and replace it with another Leader's head (but keeping the hat).

I don't know how the pixels are grouped, but I can't seem to select only the pixels that make up Stalin's head.

Any clues as to what I'm doing wrong?
 
Hmm, I tried to export my reskinned Stalin so I could modify the model a bit, I configured the nif version and followed all of the steps, but when I pressed export nif, it said that there was some non-UV texture?:confused: I need assistance.
 
So I modify my model in Blender, export as an NIF, and open in NifSkope. Done - no problem.

I open another NIF, go back to the modified one and try to 'Copy Branch'/'Paste Branch'. When I do that I get the following message:

Nif Versions differ!
Current File Version: 20.0.0.4
Clipboard Data Version: 4.0.0.2

The results will be unpredictable...

I paste anyway and I get an error message about "Invalid array size."

And then the newly pasted branch doesn't show properly. Suggestions?
 
Wyz_sub10 said:
So I modify my model in Blender, export as an NIF, and open in NifSkope. Done - no problem.

I open another NIF, go back to the modified one and try to 'Copy Branch'/'Paste Branch'. When I do that I get the following message:



I paste anyway and I get an error message about "Invalid array size."

And then the newly pasted branch doesn't show properly. Suggestions?

You need to config you exportation script so you will have the same file version : http://www.niftools.org/wiki/index.php/Blender/Configuration
 
Drtad said:
Hmm, I tried to export my reskinned Stalin so I could modify the model a bit, I configured the nif version and followed all of the steps, but when I pressed export nif, it said that there was some non-UV texture?:confused: I need assistance.

See my tut :

I miss something at step 13 (13.4 Uses UV coordinates.)
 
I have never done anything anywhere near as complicated as this before but I want to give it a shot (I thought the same thing about XML but it was simple in the end:smug:). However I have a problem. I can't even get started! :cry: It seems I can't import Gamebryo files. I have downloaded the newest version, 2.42a. What version did you use, I know you did this way back in August.
 

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I have never done anything anywhere near as complicated as this before but I want to give it a shot (I thought the same thing about XML but it was simple in the end:smug:). However I have a problem. I can't even get started! :cry: It seems I can't import Gamebryo files. I have downloaded the newest version, 2.42a. What version did you use, I know you did this way back in August.

Did you install the Niftools Script : http://www.niftools.org/wiki/index.php/NIF_File_Format_Library_and_Tools
 
I have never done anything anywhere near as complicated as this before but I want to give it a shot (I thought the same thing about XML but it was simple in the end:smug:). However I have a problem. I can't even get started! :cry: It seems I can't import Gamebryo files. I have downloaded the newest version, 2.42a. What version did you use, I know you did this way back in August.

Did you install the Niftools Script : http://www.niftools.org/wiki/index.php/NIF_File_Format_Library_and_Tools
 
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