Bethesda, how did you export your static meshes from 3ds max

Post » Sun Jun 24, 2012 9:25 am

Not to mention that it's near impossible to get a simple static mesh to import correctly into the CK......Please share this secret with the rest of us Bethesda...For those of us who would like to see an actuall working way to export Static Meshes with working collision from 3ds max 2010-2012 (using Nifskope-Niftools) please share. Exporting armor, no problem. Exporting custom weapons, no problem. Exporting custom character meshes, no problem...


...Exporting a rock?

......Problem....

Really Bethesda?

On the official CK wiki, there is a tutorial that shows "some weird workaround" to get collisions to work with static meshes but the UV's get all messed up.

http://www.creationkit.com/Exporting_meshes_to_Creation_Kit

AND....this method only works if you have a single texture on the static mesh. In other words it doesn't work if you have a mesh with more than one texture set, i.e. a modular piece of a house....

Please share this information. I know that you have the solution....Obviously you got static meshes to work in Skyrim (with working collision) and I'm asking to please share.
Who's with me on this? I've been a professional environment artist and level designer for over a decade and have even worked for Bethesda on Hunted: The Demon's Forge and I still can't figure out why no one can find a way that works...You have the answer Bethesda environment team...Share the wealth!

-JE
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Annick Charron
 
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Post » Sun Jun 24, 2012 9:39 am

"You fool! Why should I share the treasure with anyone!"

Sorry, couldn't resist! =P
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alicia hillier
 
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Post » Sun Jun 24, 2012 6:20 am

Usually Beth doesn't directly answer questions on here, and it is not certain that they use Max in the first place. In any case, model esporting is likely handled by proprietary software.
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stevie trent
 
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