
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