.nif Converter?

Post » Fri Mar 25, 2016 3:29 am

I'm wondering why Bethesda has never seen fit to include a utility that would convert one or two common file formats, .3DS for one example, to a working .nif. Any number of modeling programs are capable of generating these files yet converting them to a .nif has been at best cumbersome and requires hand editing the resultant .nif. I find it impossible to believe that Bethesda uses that same process to create assets for the games. It would be a nice gesture on Bethesda's part if they afforded us the means to seamlessly create viable .nifs for at least those assets that don't involve skeleton meshes.

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aisha jamil
 
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Post » Fri Mar 25, 2016 12:05 pm

Bethesda undoubtedly has their own import/export thingamajig in their modelling-toolchain.

Thing is, NIF stands for NetImmerse Format. And if NetImmerse doesn't sound familiar: It was renamed to Gamebryo back in 2004. It's probable that the aforementioned thingamajig is proprietary, belongs to Gamebase and the license simply doesn't allow Bethesda to redistribute it.


Also even Bethesda could release it, there's absolutely no guarantee that these tools might be any more user-friendly then the existing community-created ones.

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Sam Parker
 
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Post » Fri Mar 25, 2016 2:32 am

So basically your asking for more free software from Beth. A tool that would enable people to import copyrighted material into the game more easily.


Which when done for personal use is not a problem. But for publishing mods it is. And what would be the benefit to Beth to do that?


Can you say it would even have a 1% future sales impact for the legal legit uses? Or would that be Beth dabbeling in providing ,supporting & condoning mod authors/users to import copyrighted material ?

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Paul Rice
 
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Post » Fri Mar 25, 2016 6:32 am

I model in Blender. So do others in my group. Others use 3DSMax. We create original meshes and textures. As for the impact of a .nif converter on legal, legit users I'd say that modmakers have generally made their experience better, wouldn't you? Clearly, you've never made a mod - let alone attempted to bring an original asset into the game. If you had even tried then you'd know just how much you have to learn about it. Don't insult those of us who are trying to create richer Fallout worlds for all gamers.



I'd say that the interest in Bethesda games generated by mods has more than paid them back for their relatively miniscule investment in GECK. Bethesda has reaped the rewards of thousands of unpaid hours put in by modmakers using that free software.

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Heather beauchamp
 
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