3ds Max export to nif for Skyrim.

Post » Mon Jun 18, 2012 11:13 pm

Just a quick Q. Looking through the nifskope forums I cant find the latest info, so this may well be discussed elsewhere.

Is there ongoing development of a 3ds exporter for static nifs for skyrim?

Is nifskope being developed to create working statics for Skyrim without the current workaround?

Also Blender...
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pinar
 
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Post » Mon Jun 18, 2012 8:31 pm

From the http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=3357. As well as http://niftools.sourceforge.net/forum/viewtopic.php?f=21&t=3233.
In short, it sounds like 3DS Max scripts aren't in the works while Blender Scripts are.
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Wayne W
 
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Post » Tue Jun 19, 2012 11:48 am

@Lt_Sherpa, half true. 3ds is functional for now but not complete. I dont have time to maintain it but I have at least released a semi-functional import/export for skyrim. Doesn't support everything (collision being the worst at the moment). Enhancements will come but dont be expecting frequent updates.

http://skyrim.nexusmods.com/downloads/file.php?id=5622
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kelly thomson
 
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Post » Tue Jun 19, 2012 2:16 am

I'm new to modding here, but I'm trying to get an understanding of the export process. Is there a similar way to replace collision data in Nifskope like there is the model geometry? I guess what I'm trying to understand is what's currently possible with nifskope and the scripts. Let's say I wanted to create an entirely new static prop that doesn't share similar collision data - is this possible? The videos I've seen are for replacing models on weapons with a new, but almost identical shape. Can something be done similarly for collision in Nifskope?

Thanks.
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Connor Wing
 
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Post » Tue Jun 19, 2012 2:25 am

I dont think there has been a lot of progress on the MOPP based structures or at least last time I looked at the nif.xml it was still mostly undecoded. It sounds like convex shapes export might work but thats as far as it gets.

Last time I looked it looked like there was a scaling issue still but need to investigate that more fully when I have time.
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LuCY sCoTT
 
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Post » Tue Jun 19, 2012 6:16 am

Can the max exporter handle simple statics? without a workaround?
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Rex Help
 
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Post » Tue Jun 19, 2012 8:52 am

Not sure. I as I said convex collision objects may work but I've not verified it. It also might be 32-bit max only due to 3rd party library dependency. Its very likely it will require tweaks in nifskope.
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Silvia Gil
 
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Post » Tue Jun 19, 2012 6:11 am

Hologram/Figment thanks so much for your work on the 3DS Max Nif Importer-Exporter, your work is highly appreciated!

Also, just wanted to say, me and some others were trying to make the Male Oblivion skeleton in the Skyrim pose, to make porting mods made for Oblivion easier to port but when
we imported the Skyrim human skeleton there were some rotational issues with the bones; if you get a chance do you think you might be able to look at it? It would allow a lot of mods to
be ported over and make the community a bit more robust.

Again thanks so much for your hard work!

Edit: Photo here: http://niftools.sourceforge.net/forum/viewtopic.php?f=22&t=3299
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Khamaji Taylor
 
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Post » Tue Jun 19, 2012 7:08 am

The rotational problem is known. The fix (in code) is not. I would recommend using the SaidenStorm's skeleton posted in the Havok Animation Converter thread as a base skeleton rather than the one that I import. He manually corrected the problems with the imported bones.
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мistrєss
 
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