3ds max 2012 export workflow

Post » Sun Nov 18, 2012 5:16 pm

hi, I am new here :)

I started modding for skyrim very recently and have some question about the workflow between 3dx max 2012 and skyrim. It took me about 2 days and several tutorial to figure a workflow out which actually works, but it's not really a good one :/ maybe someone here has a better one, mine looks like this:

1) export a mesh (static) with the following settings: everything unchecked except Update Tangent Space, Collapse Transforms, Export Skin Modifier, Sort Nodes, Add Accum Nodes and Root Node Type: NiNode. I have a screen with the settings but i can't post it :/
2) use NifConvert to replace the NifNode with a BSFadeNode
3) use ChunkMerge to create a correct collision mesh
4) open the mesh in NifSkope and replace manually all the broken BSLightingShaderProperty with working BSLightingShaderProperty from an other mesh.

is there anyway to setup the mesh / exporter so that I can skip one of these points? especially the BSLightingShaderProperty thing is annoying.3
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Rachael Williams
 
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Post » Mon Nov 19, 2012 1:29 am

For now there is no way to skip BSLightingShaderProperty.
But why do you use NifConvert? Latest nif plugins for max seem to be available to save meshes in GameBryo, aren't they? Where did you read about it?
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Roy Harris
 
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Post » Sun Nov 18, 2012 8:51 pm

in one of the tutorials. maybe it can save them, but i dont know how :/ i already tried to set the Root Node Type: BSFadeNode but i still get a NiNode as root.
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Roddy
 
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Post » Sun Nov 18, 2012 9:57 am

Well... has nobody any idea how i could get a mesh out of max with the correct top node, or with a collision?
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Thomas LEON
 
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Post » Sun Nov 18, 2012 9:35 pm

You're trying to export a weapon, an armor or a world object (tree, stone, etc.) ?
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Dale Johnson
 
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Post » Sun Nov 18, 2012 3:13 pm

Well... has nobody any idea how i could get a mesh out of max with the correct top node, or with a collision?
Just convert the NiNode to a BSFadeNode in Nifskope... You just Right Click > Block > Convert and then choose BSFadeNode. If you're getting NiNodes on export you may be using an outdated version of the exporter.
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Chantelle Walker
 
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Post » Sun Nov 18, 2012 11:45 pm

@SirRoland: I am exporting a building.

@jonwd7: thx for the tip, but i use the NifConvert for this. I am looking for a way to could get a correct version directly out of max. Sadly my exporter is up-to-date and the development is on hold :/
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Fanny Rouyé
 
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Post » Sun Nov 18, 2012 1:25 pm

@jonwd7: thx for the tip, but i use the NifConvert for this. I am looking for a way to could get a correct version directly out of max. Sadly my exporter is up-to-date and the development is on hold :/
I'm aware about the development. My point was that I believe I was having this issue with versions that were not 3.7.3. People often don't even know there is a 3.7.3. You may have 3.7.1 or 3.7.2.

You may also have not understood my advice. Just open the NIF and NifSkope. Right click on the root node > Block > Convert and convert it to a BSFadeNode. It takes about 5 seconds to do.
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saharen beauty
 
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Post » Mon Nov 19, 2012 1:14 am

I'm also tryiong to do this same thing.

Import 3DS models into Skyrim. Buildings right now.
There are a lot of old tutorials out there. And a great deal of them deal purely with armor.

@AG: could I have a look at your settings image. I'm a little stuck at that point.
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jessica sonny
 
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Post » Sun Nov 18, 2012 10:27 pm

@jonwd7: i checked my version, i have 3.7.3. oh and i understood your advice :) but with NifConvert its only one click and the thing is done. still it would be great if could get a mesh out of max with correct node. i asume you use max, can you export a mesh with the correct node and collision? if yes which settings do you use? do the collision mesh need any special settings / names?

@KatoPlato: sure, but actually i don't know how, because i can't post any links :/ hmm, try to google: "Skyrim Static Object Mesh & Collision Tutorial" i use the settings in this tutorial.
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Spaceman
 
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Post » Sun Nov 18, 2012 9:21 pm

Just the settings as seen here in the 2nd image http://skyrim.nexusmods.com/mods/5622 WIth it set to BSFadeNode instead. Also, I use vertex colors and collision when I need to. Though I'm not even sure if exporting vertex colors works right... I just keep it checked anyway.

I'm not even sure if the Nexus is where I got my version.... My full version number is 3.7.3.fd27a94. I feel like I downloaded it from the Nifskope forums, but maybe not.
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Damned_Queen
 
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Post » Sun Nov 18, 2012 3:56 pm

I don't know if it will help you with what you are doing, but you may want to take a look at my tutorial http://www.xr3dmod.com/viewtopic.php?f=176&t=864.
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Alexandra Ryan
 
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Post » Sun Nov 18, 2012 2:48 pm

OK guys, I have a large model im trying to import.
Its a few buildings all made into one model. I've been following the guides.

My niftools is 3.7.3, using 3ds 2012, chunkmerge and nifconvert.

Everything appears to go well.

However when I import my giant model into the CK i get the exclamation mark.
At this point I'm willing to provide the max file to someone who can help me with this. via PM.

Please guys help!
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Emma Louise Adams
 
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Post » Sun Nov 18, 2012 11:19 am

Just the settings as seen here in the 2nd image WIth it set to BSFadeNode instead. Also, I use vertex colors and collision when I need to. Though I'm not even sure if exporting vertex colors works right... I just keep it checked anyway.

do need to you use NifConvert with this settings?
and how must i prepare my modell to export the collision correct? i don't want that the whole modell is the collision mesh only a certain part of it.

@Observe: thx, i didn't know that tutorial, but it uses a completely different approach to this problem, i don't know if its better or worse ^^
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Destinyscharm
 
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