.NIF Tools

Post » Mon May 14, 2012 3:28 pm

Do the .Nif tools designed for Oblivion/Fallout work for Skyrim or should I be looking for something else?
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Mon May 14, 2012 3:33 pm

They won't work right now, but we're working on it.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Mon May 14, 2012 10:14 pm

tk, does Niflib get updated with changes to the XML files? I know that it's not being actively supported, but I'm also not really clear on the whole Python generation thing works: does that update Niflib for new NIF versions? I hope to port NifSE to Skyrim at some point.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Tue May 15, 2012 12:49 am

I haven't the foggiest, sorry. Amorilia would be a better person to ask.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Tue May 15, 2012 4:22 am

Fair enough. I'll wait until I'm in a position to actually do the port before bothering him again, though.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue May 15, 2012 2:01 am

An ARES port someday :P DragoonWraith
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Tue May 15, 2012 3:26 am

tk, does Niflib get updated with changes to the XML files? I know that it's not being actively supported, but I'm also not really clear on the whole Python generation thing works: does that update Niflib for new NIF versions? I hope to port NifSE to Skyrim at some point.
I'm no expert, but here it goes: Niflib uses PyFFI, which supports a whole range of a binary formats. Each format is described in an XML file. Adding/updating an XML file should be enough to support a new/updated format.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Tue May 15, 2012 2:37 am

That was my thinking too, I was hoping to confirm it. But since amorilia's already busy enough and I won't be using it any time soon, that can wait.

An ARES port someday :P DragoonWraith
I'd certainly like to; we'll see how much from ARES that I can re-use. ARES depends on a lot of decoding of Oblivion, that'll have to be redone for Skyrim. It could be a while.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Mon May 14, 2012 4:27 pm

tk, does Niflib get updated with changes to the XML files? I know that it's not being actively supported, but I'm also not really clear on the whole Python generation thing works: does that update Niflib for new NIF versions? I hope to port NifSE to Skyrim at some point.

The file-structure is defined in XML-files. A script converts that into C++ class-bodies and adds some pre-defined getter/setter class-functions. If it finds an existing class-body it preserves marked custom functions of that. So you can manipulate niflib and still regenerate from the newest XML. Nifskope has a dynamic XML-to-API bridge, so you can upgrade Nifskope mostly by just throwing the XML in.
Niflib has nothing to with python or PyFFI besides the XML-file, which is a lot and not at the same time, sort of. :)
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Mon May 14, 2012 3:44 pm

What Ethatron says is dead on. As long as Bethesda didn't do anything like what happened when strings were changed it should be relatively easy to port once the XML file is in a state capable of reading the nif files. Given that they seem still be using Gamebryo 2.2 for the for most nifs I've seen the only thing that is new is probably new objects of the bhk or bs variety. Niflib will be relatively easy to update after the major decoding work is completed.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Mon May 14, 2012 4:10 pm

Ethatron, nothing so drastic this time around. A big area of interest is BSLightingShadingProperty, which is much different than the Fallout 3 versions of a similar block. I'm currently decoding bhkCompressedMeshShapeData, which seems to be all-new, and a bit of a toughie.

My thread isn't really being used, so I should mention again that I can't run the game, so all my initial decodes have no context.
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Mon May 14, 2012 8:32 pm

Look into the Havok SDK:

/// This shape is a shape container for triangle soups optimized for efficient memory storage.
/// Triangles are stored in chunks using both triangle strips and lists.
/// It also supports convex pieces and transformed instances (including scaling).
/// For building an hkpCompressedMeshShape from input geometries look at hkpCompressedMeshShapeBuilder.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Mon May 14, 2012 7:36 pm

Oh, I didn't even think of that, thanks!
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm


Return to V - Skyrim