3ds Max <--> Nifskope <--> Skyrim

Post » Wed Jun 20, 2012 2:00 pm

Hi folks, I was playing around with an amulet's nif file in 3ds Max and figured I couldn't actually get it to show in Skyrim. I've downloaded the the NifTools plugin for 3ds Max and the model loaded just fine in 3ds Max. It's just the part getting it to export in the form recognized by Skyrim being the problem. Are there extra steps I need to take? Maybe special combinations of checkboxes in export options? Or maybe the link to the textures are messed up?
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Wed Jun 20, 2012 1:50 pm

The 3ds max scripts are still far from really usable. Currently, no matter what method you use, there will always be NifSkope wizardry that must be done.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Jun 20, 2012 7:42 pm

The 3ds max scripts are still far from really usable. Currently, no matter what method you use, there will always be NifSkope wizardry that must be done.
Hmm... Well, is there any way to easily delete parts of a mesh and replace it with another with Nifskope? They had the object all in one mesh. I am so not going to delete the hundreds of triangles one by one and I know they have the partitions because when I loaded the UV map, I could see and move different pieces. But no, I can't delete the triangles from the UV map interface (dragging them out of the screen also doesn't work).

What is Nifskope good for if you can't even do simple editing?
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Wed Jun 20, 2012 8:43 pm

even the simplest edit requires both the 3d editor and nifskope to clean the export and properly format a usable nif.

nifskope doesnt really do the actual editing on the mesh.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Jun 20, 2012 1:00 pm

Alright. Seems like I should give up on dealing with the graphics. Thanks for the heads up though. It probably saved me hours of futile attempts.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Wed Jun 20, 2012 2:13 pm

I've had lots of good luck importing/modifying/scratch building and exporting Havok and static items from max thought nifskope and into the game. There are caveats and, like Echonite says, wizardry involved. I'm not familiar with the rigging/morph - export/import process however and we only have ConvexShape collisions at the moment.

I have a custom jewelry mod I'm working on but I'm currently just using a retextured vanilla form - I haven't yet taken the step to wizardify the mesh I made for it onto a rig.
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Wed Jun 20, 2012 1:23 pm

Actually, you can edit a mesh in Nifskope, you are just stuck doing it vert by vert, using numbers instead of the nice resizing gixmos that 3ds has. I've done it a few times, like if the object was small and all I wanted to do was convert it into a completely flat surface. Or just adjust the mesh's location. You can do this under NiTriShapeData --> Vertices, you can only do very general mesh shape changing options if you just right click on the mesh's image in NifSkope.

Easier to just use 3ds for large projects, though.

If you still want the actual steps to import a custom mesh from 3ds to Nifskope and then to the CK/game, then I can show you how.
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Wed Jun 20, 2012 11:54 pm

Actually, you can edit a mesh in Nifskope, you are just stuck doing it vert by vert, using numbers instead of the nice resizing gixmos that 3ds has. I've done it a few times, like if the object was small and all I wanted to do was convert it into a completely flat surface. Or just adjust the mesh's location. You can do this under NiTriShapeData --> Vertices, you can only do very general mesh shape changing options if you just right click on the mesh's image in NifSkope.
I stopped after deleting 10 of the 100's of triangles. :/

If you still want the actual steps to import a custom mesh from 3ds to Nifskope and then to the CK/game, then I can show you how.
It'd be very good if you can show me how. I've Googled a couple of tutorials and none of them really worked.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Wed Jun 20, 2012 3:16 pm

Yeah, unfortunately it... isn't a very productive way to spend your time, but hey, the option exists.

Sending PM with steps.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm


Return to V - Skyrim

cron