Can you import something from 3DS Max to the creation Kit?

Post » Sun Jun 17, 2012 11:26 pm

Can I make something (like a sword) in 3ds Max, then import it to the creation kit to make in game?

If so, how do I do it?

Thanks!
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Heather Kush
 
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Post » Mon Jun 18, 2012 10:15 am

Nifskope.

It's a pretty involved process, but there are tutorials, even some videos, out there on how it works.

I'm no expert, though, so that's about as much help as I can offer. You'll have to export from Max as a .nif (NetImmerse/Gamebyro format).
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leigh stewart
 
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Post » Mon Jun 18, 2012 7:44 am

Yes you can, but i would recommend to flatten the textures down with PS.
It's still gonna be a 3d model in buildup, but mashing it down with the PS makes it easier for the CK (atleast for me).
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GabiiE Liiziiouz
 
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Post » Mon Jun 18, 2012 12:06 pm

I've had this problem as well. Does anyone know a guide or resource for importing a model into the Creation Kit? All the guides I have found are rough workarounds written before the Creation Kit was released.
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Elina
 
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Post » Mon Jun 18, 2012 10:21 am

The creation kit has no moddeling or import/export functions. It can only use NIF files, so those "workarounds" are the only way to go.

- Create the mesh and export it as .obj
- Open an existing NIF file in http://niftools.sourceforge.net/wiki/NifSkope, select the NiTriShape entry and import your .OBJ
- Save the NIF file somewhere under Skyrim/Meshes and create a new static using that model in the CK.
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Rach B
 
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Post » Mon Jun 18, 2012 7:51 am

Still no way to export proper collision from max?
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ChloƩ
 
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Post » Mon Jun 18, 2012 9:19 am

The creation kit has no moddeling or import/export functions. It can only use NIF files, so those "workarounds" are the only way to go.

- Create the mesh and export it as .obj
- Open an existing NIF file in Nifscope select the NiTriShape entry and import your .OBJ
- Save the NIF file somewhere under Skyrim/Meshes and create a new static using that model in the CK.

I'm not super familiar with the workings of the Creation Kit or the Plug-in system for Skyrim. Will this method allow for the sharing of the Mod through the workshop, etc? Or would each person that wants to use the mod have to fiddle with thier files? If this would create a sharable plug-in, then that's what I was looking for.
If that's the case, can anyone recommend a more in depth tutorial for this?
Also if anyone knows of a tutorial for getting a custom NPC or Mount model into the game, that would be much appreciated.
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Mizz.Jayy
 
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Post » Mon Jun 18, 2012 7:56 am

Hey,

i am very new to this.

But i found that there is in every objects properties dialog a option for choosing "model" isnt this supposed to where the model goes?

All the best.
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Killah Bee
 
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Post » Mon Jun 18, 2012 6:28 am

The creation kit has no moddeling or import/export functions. It can only use NIF files, so those "workarounds" are the only way to go.

- Create the mesh and export it as .obj
- Open an existing NIF file in Nifskope , select the NiTriShape entry and import your .OBJ
- Save the NIF file somewhere under Skyrim/Meshes and create a new static using that model in the CK.

Ok, i downloaded a . obj of a m16 made with 3ds max, and I opened a nif file of some plant, and i click on the NiTriShapeData... how do i import the obj file because I don't see that option.
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Yvonne Gruening
 
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Post » Mon Jun 18, 2012 7:25 am

Select the NiTriShape and then use File / Import / Import .OBJ
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Suzy Santana
 
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