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nifskope's Issues

[Dev 9] Starfield - Skeleton.nif issue

There seems to be an issue when saving a human skeleton. any change won't show in game (eg scale, rotation or translation of NiNode bones).

i suspect this is because of the camera node being miss named(?) (that node needs its name sanitised when saving, saving without sanitising the name also does nothing in game)

Things i've tried:

  • renaming the camera node (118) and its child NiCamera Node (118) to Camera [117] (like its parent node)
  • renaming the camera node (118) and its child NiCamera Node (118) to NiCamera [117]
  • leaving unsensitized with a blank name [118]
  • removing the NiCamera node's parent so that it sits in the Camera [117] node
  • removing the NiCamera node's parent so that it sits in the Camera [117] node, and renaming the NiCamera node to Camera [117] to have a similar hierarchy to fallout4 nifs
  • transplanting the camera section using notepad++
  • inserting a parent NiNode for the NiNode bones and transforming that parent rater than the NiNode bone itself
    • inserting a parent NiNode for the NiNode bones and transforming that parent rater than the NiNode bone itself with various other methods above.

I haven't found a solution yet.
Any attention to this issue would be greatly appreciated!

Also, excellent work on getting dev9 released! Big thankyou!

Unable to add custom resource paths.

As the title says. When trying to add a new folder, the window won't take a folder for an answer, only a file could be opened with this, so I can't set up custom paths.

Failed to load NIF file.

Whenever I try to load a .nif file I get failed to load and the following warnings:
device position incorrect after block number 5 (bhkRigidBodyT) at 0x46a ended at 0x4910 (expected 0x564)
device position incorrect after block number 6 (bhkCollisionObject) at 0x564 ended at 0x568 (expected 0x56e)
device position incorrect after block number 7 (BSTriShape) at 0x56e ended at 0x572 (expected 0x4836)
device position incorrect after block number 8 (BSLightingShaderProperty) at 0x4836 ended at 0x483a (expected 0x489a)
device position incorrect after block number 9 (BSShaderTextureSet) at 0x489a ended at 0x489e (expected 0x4908)

Unable to open SSE Argonian and Khajiit tails

As the title describes, Nifskope gives the following details error msg: failed to load file footer

As a side note, when trying to open it on the old Nifskope, its still able to load the dummy bones, but doesnt load the mesh. Also, apparently the NiTriShape node has the name of BSTriShape instead:

""warning: block 9 (BSTriShape) not inserted!""
""device position incorrect after block number 9 (BSTriShape) at 0x4db ended at 0x4db (expected 0x553)""
""device position incorrect after block number 10 (BSDismemberSkinInstance) at 0x553 ended at 0x583 (expected 0x587)""
""array Roots much too large. 1065353216 bytes requested""
""device position incorrect after block number 11 (NiSkinData) at 0x587 ended at 0x58b (expected 0x1272)""
""device position incorrect after block number 12 (NiSkinPartition) at 0x1272 ended at 0x127a (expected 0x4ec4)""
""device position incorrect after block number 13 (BSLightingShaderProperty) at 0x4ec4 ended at 0x4edc (expected 0x4f34)""
""device position incorrect after block number 14 (BSShaderTextureSet) at 0x4f34 ended at 0x4f5c (expected 0x5028)""

Snap to grid on UV Editor

Hi guys I took the challenge to fix a lot (i mean a lot) of meshes from Skyrim in Nifskope due to my lack of knowledge or resources to do anywhere else. I found a way to pull/push the notes/lines and rearrange the vertex in a way that I can (blame OCD), align most textures (talking Windhelm here).

But the most irritating and time consuming is the lack of features using this Editor, I'm using Nif {Pre-Alpha 5}.

So please if there is any way to add snap to grid or if the coding isn't so hard, give the UV Editor a little update I would love and make this job so much easier. Also, shortcuts for other features like scaling, and repetitive tasks would be a must too.

Thank you guys and love you program to death!"!!

Peace,

Pete

hi

pls support 2 game
** .kf not Work
*** . nif Working
that message after run .kf >> this is not a normal .kf file; there should be only NiControllerSequences as root blocks <<

  1. Atlantica
  2. Eloa ( elite lord of alliance )
    Thx master

Error during shader compilation on start

Hi!
2.0 (alpha 6)
I get this message every time a new nifskope window starts:

fo4_default.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:3: 'out' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

fo4_effectshader.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:3: 'out' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

fo4_env.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:3: 'out' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

ob_glowmap.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

ob_material_default.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

ob_vcolors_ad.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

ob_vcolors_e.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_default.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_effectshader.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_env.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_glowmap.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_msn.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_multilayer.vert:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

fo4_default.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:43: 'in' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

fo4_effectshader.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:40: 'in' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

fo4_env.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:2: '' : extension 'GL_ARB_shader_texture_lod' is not supported
ERROR: 0:46: 'in' : syntax error parse error
ERROR: 3 compilation errors. No code generated.

ob_normalglowmap.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:63: 'f' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

ob_normalmap.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 0:81: 'f' : syntax error parse error
ERROR: 2 compilation errors. No code generated.

ob_parallax.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

ob_parallaxglowmap.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_default.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_effectshader.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_env.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_glowmap.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_msn.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_multilayer.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

sk_parallax.frag:

ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 1 compilation errors. No code generated.

fo4_default.prog:

depends on shader fo4_default.vert which was not compiled successful
fo4_effectshader.prog:

depends on shader fo4_effectshader.vert which was not compiled successful
fo4_env.prog:

depends on shader fo4_env.vert which was not compiled successful
ob_normal+glowmap.prog:

depends on shader ob_glowmap.vert which was not compiled successful
ob_normal+glowmap_vcol.prog:

depends on shader ob_glowmap.vert which was not compiled successful
ob_normalmap.prog:

depends on shader ob_material_default.vert which was not compiled successful
ob_normalmap_vcol_ad.prog:

depends on shader ob_vcolors_ad.vert which was not compiled successful
ob_normalmap_vcol_e.prog:

depends on shader ob_vcolors_e.vert which was not compiled successful
ob_parallax+glowmap.prog:

depends on shader ob_glowmap.vert which was not compiled successful
ob_parallax.prog:

depends on shader ob_material_default.vert which was not compiled successful
ob_parallax_vcol_ad.prog:

depends on shader ob_vcolors_ad.vert which was not compiled successful
ob_parallax_vcol_e.prog:

depends on shader ob_vcolors_e.vert which was not compiled successful
sk_default.prog:

depends on shader sk_default.vert which was not compiled successful
sk_effectshader.prog:

depends on shader sk_effectshader.vert which was not compiled successful
sk_env.prog:

depends on shader sk_env.vert which was not compiled successful
sk_glowmap.prog:

depends on shader sk_glowmap.vert which was not compiled successful
sk_msn.prog:

depends on shader sk_msn.vert which was not compiled successful
sk_multilayer.prog:

depends on shader sk_multilayer.vert which was not compiled successful
sk_parallax.prog:

depends on shader sk_default.vert which was not compiled successful

dunno what it is though.. thought I'd share it..

Version 20.2.1.7 Unsupported

Hello,

I wasn't sure how else to reach out. I have a NIF model at version 20.2.1.7 which NifSkope dev8 lists as unsupported. Is there anything I can do to help get this supported?

Thanks

Does not build on Linux

Trying to build on Linux but encountering lots of problems:

Fixed two path issues in your makeconfig.sh file:
cat ./doxygen/Doxyfile.in | sed 's/@Version@/'${version}'/' > Doxyfile
cat "../install/linux-install/nifskope.spec.in" | sed 's/@Version@/'${version}'/' > "../install/linux-install/nifskope.spec"

Contents in /lib/qhull/ are missing. I added in some from a separate download of qhull.

Linux requires "#include algorithm" for min/max functions
I fixed this in some files and adjusted to std::min and std::max.

Now I am currently stuck on an issue I haven't figured out how to fix yet. Are you planning to support Linux with 2.0 Dev?

Can you please see if openMW project would produce a Linux version of this built into openCS and Blender Integration thanks.

windws.h {linux}

I've tried to build in linux, but widnows.h is missing there -.-
how did you get your build; becasue if I leave bsatest I get missing issues in message.h

[Dev 9] Textures from other game folders not loading

In a Skyrim LE nif, I have texture paths pointing to loose textures in my SSE\Data\textures folder, but Nifskope acts as if it can't find them (shows as solid pink). I am unsure if this behavior is intended, but I do have the "Search other games if no match" box ticked.

Vertex Alpha Display Broken

Vertex alpha doesn't seem to get displayed at all now in the render window. Dev 8.

Edit: You need to flag it with Vertex_Alpha but before it worked fine. It displays in Skyrim and Fallout 4 without this flag it seems. You seem to only need a NiAlphaProperty.

Can't Open Original Oblivion Meshes

Nifskope 2.0 Dev 7 can't open some of the original game meshes for Oblivion. There are a bunch of meshes with an apparently odd version.

Error: failed to load file header (version a000102, 10.0.1.2)

I can open the files in an old version of Nifskope, but I can't edit the version to fix it. Is there a tool I can use to fix the header?

I've attached an example.
groundcoverpineappleweed01.zip

Also some of the grass meshes don't show up in Nifskope due to the alpha settings on the vertex colours. If I change the alpha, I can get the grass to show up, but that effects the sway in the game. It uses the alpha to simulate the grass swaying in the wind. Is there anything I can do to be able to view the grass in Nifskope without changing the alpha? I'm not a modeller. We've been retexturing some of the grasses and it would be nice to get an idea of what it will look like. It doesn't show up in the CS either. The CSE has a preview option.

Crashes on Start

The 2.0.dev.6 version crashes on start for me. I get the following information from the "more information" tab in Windows whenever I try to start it up:

Problem signature:
Problem Event Name: APPCRASH
Application Name: NifSkope.exe
Application Version: 0.0.0.0
Application Timestamp: 581444f9
Fault Module Name: Qt5Gui.dll
Fault Module Version: 5.7.0.0
Fault Module Timestamp: 575a6ad5
Exception Code: c0000005
Exception Offset: 00058a90
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I'm running Windows 7, if that's relevant. I can run dev build 5 without any such issues.

Collisions imported from "Import .OBJ as Collision" cause a crash on Skyrim.

"Import .OBJ as Collision" may still be in testing. Is this a function that cannot be used with Skyrim?
Cause a crash when loading a mesh with collisions created with this feature in Skyrim.

I tried to set it exactly the same as a working collision, pack TriStrips, recreate a collision mesh for import, and everything else failed.

I guess that bhkNiTriStripsShape itself has a problem.

bhkCylinderShape doesn't render in NifSkope

Some meshes that are part of the Creation Club for Skyrim SE (and possibly Fallout 4 as well) contain a new bhk collision shape, the bhkCylinderShape. Dev8 appears to be able to load these nif files, but I don't think Dev7 can (not sure about this). However, Dev8 doesn't render the cylindrical shape so you can't actually see it in NifSkope.

Stendarrs Hammer
Position in Nif File

More Export File Types to Preserve Rigging

It is currently only possible to export from Nif Tools as OBJ files, but this does not export any rigging data. This tool is the only existing public tool to export Fallout 76 Meshes with, meaning if a modder wants to make edits to anything, they have to open it with this version of Nifskope, export it as OBJ, and completely re-rig it from scratch. Exporting more file types, such as FBX, would allow models to be exported with rigging data.

Crash after deleting blocks

mostly after the 3rd block i delete, NifSkope 2.0 Dev7 crashes, then after 2 deletes then after 1 and then back to 3 LOL
Windows10, tried fresh install.

Can't use import.

I want to export a character, but in skyrim characters are made of multiple .nif.
And I can't find a way to get multiple .nif a textures togeter.

[Feature request] Option for Larger icons

Even using the large icons option, they are still rather small on my screen. My screen resolution is 3840 x 2160 and I am using Windows' scaling option to scale things by 300%.

nifskope_scale

Nifscope not responding when running the program

This is happening with dev7 and dev8, when I hit run, it loads the program then stops responding.

https://i.imgur.com/JP8M6Fx.png

im on win10 pro, intel based system with nvidia gpu and the newest drivers.
I also have the correct version of visual studio.

Edit: I found a fix on on the main repo. Its the crashing while opening on an HDR monitor issue. Once I turned off my hdr monitor the program booted up just fine.

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