NIF Export

Post » Tue Jun 19, 2012 8:05 am

Hello,
Is it true that currently it's impossible to export a new mesh into Skyrim?
I have spent the last week modelling and texturing new objects to be used in a mod I have planned, which will add a new worldspace. I have rocks, terrain etc all, ready to be exported but after a day of trying to get a nif to work it doesnt seem it's possible?

If it is could someone point me in the right direction for some help?
I have watched armour tutorials which are not really of much help because I am not using an existing nif, I am trying to create new ones. Plus, skin modifiers are moot because I dont need them for terrain/rocks, or at least I think I dont.

Thanks in advance.
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Jessie Butterfield
 
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Post » Mon Jun 18, 2012 9:44 pm

Yes it is possible to get new items into the game using new models -- ( IE. http://i212.photobucket.com/albums/cc189/JDFanning_bucket/CELTICCLAYMORE.jpg in this Screen ) -- but there is currently no working exporter that makes a working Nif to use so you need to use some work arounds to replace your new model into an existing model so that it will work properly and there are some limitations (ie. getting the collision to fit your new model) so while it can be done it currently takes quite a bit of work if your using models that are different shapes\sizes from existing models -- this wil probably change shortly when the Blender and Max exporters get a bit of time to figure out what settings are needed for the various properties to work and the exporters get better. But there is no exact timeframe on when that will happen.
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Chrissie Pillinger
 
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Post » Tue Jun 19, 2012 2:26 am

I see thanks, I'll keep trying I guess, but my issue is that I cant even load up my exported NIF's to even attempt to hack an existing one with my data :(
Do you think I might have more luck if I import, for example, an existing Rock nif into Gmax?
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Phillip Hamilton
 
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Post » Tue Jun 19, 2012 7:44 am

I see thanks, I'll keep trying I guess, but my issue is that I cant even load up my exported NIF's to even attempt to hack an existing one with my data :(
Do you think I might have more luck if I import, for example, an existing Rock nif into Gmax?

What program are you using ? --- If using Blender I have heard you will want to export to .3ds and then use Nifskope and it's import .3ds option to import the model into a NIf (seems Blenders obj format loses something causing the import to not work well but 3ds works better) - I used MAX and imported the Trishape data only to the NIF instead of the entire Trishape in order to get a working NIf with proper settings. (replacing my data into another weapons trishape replacing the sword model) but others report using the .3ds format was working for them.
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Sharra Llenos
 
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Post » Tue Jun 19, 2012 4:09 am

Ok thank you very much. If only Zbrush had an exporter :biggrin: Love this app.
I tried exporting with max and also tried blender, will give it another go.
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Izzy Coleman
 
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Post » Mon Jun 18, 2012 9:06 pm

Ok I have managed to get a working nif, at least the model is showing in game, by hacking my obj's into another nif.
But for some reason the Creation Kit (And in-game) the textures refuse to display, and the object is just black.
Strangely, if enough light hits it it actually looks like the normal map is displaying.

When I try to preview the nif in the CK, I get an error "Null is missing a diffuse map".
In nifskope it all looks great, has diffuse and all.

Perhaps I havent set up my materials correctly, is there a tutorial around for this? (If looked for ages). Do I need to use the nifskope shader material?

Any tips?

Here's a shot of the nif

http://postimage.org/image/4vccesv1n/full/
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Sophie Miller
 
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Post » Tue Jun 19, 2012 1:07 am

Stumbled across this thread, and then later across a page on the GECK wiki. Not sure if this will help much, but you could give it a look.
http://geck.gamesas.com/index.php/BSA_Files

It has two sections I noticed at first glance that could help you out.

Actually better yet, I think I may have just found the perfect thing for you!
It's a .bsa archive opening/editor/creator that was created for Fallout 3.
But since it's just an archive manager it should also work find for Skyrim...I think?
Here ya go anyway!
Hope it helps.

http://fallout3.nexusmods.com/downloads/file.php?id=34#content
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Ysabelle
 
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Post » Tue Jun 19, 2012 7:51 am

Hi, thanks for the links. I dont think thats going to help though really, the issue with the nif's isnt realyl related to bsa's.
Thanks anyway though.
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Tammie Flint
 
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Post » Mon Jun 18, 2012 10:27 pm

Ok I have managed to get a working nif, at least the model is showing in game, by hacking my obj's into another nif.
But for some reason the Creation Kit (And in-game) the textures refuse to display, and the object is just black.
Strangely, if enough light hits it it actually looks like the normal map is displaying.

When I try to preview the nif in the CK, I get an error "Null is missing a diffuse map".
In nifskope it all looks great, has diffuse and all.

Perhaps I havent set up my materials correctly, is there a tutorial around for this? (If looked for ages). Do I need to use the nifskope shader material?

Any tips?

Here's a shot of the nif

http://postimage.org/image/4vccesv1n/full/
Textures need to reside in the Skyrim\data\textures\ folder, not Skyrim\data\, and the paths inside the nif always start with textures\.
So in your case, the texture path (in the nif) should be:
textures\axeface\axerockbig02.dds
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Josh Trembly
 
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Post » Tue Jun 19, 2012 12:24 am

Thanks throttlekitty. That path in the shot is indeed wrong, was just that nifskope didnt have the dir set up correctly, but since then I have tried all different combinations. The shot was taken when I was trying everything to get them working. I have working nifs that just change for example the default rocks to that texture and they work fine, in the CK and nifskope.
It seems to be an issue with imported OBJ's because if I dont import it works.
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Joanne
 
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Post » Tue Jun 19, 2012 7:29 am

Ok thank you very much. If only Zbrush had an exporter :biggrin: Love this app.
I tried exporting with max and also tried blender, will give it another go.

you can export obj from zbrush and import the obj into nifskope, then export as nif
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Philip Rua
 
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Post » Tue Jun 19, 2012 7:50 am

you can export obj from zbrush and import the obj into nifskope, then export as nif
*shudder*
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Lucky Boy
 
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Post » Tue Jun 19, 2012 6:48 am

you can export obj from zbrush and import the obj into nifskope, then export as nif
*shudder*

Good plan, I was set in the other workflow, should be able to do just this yeh.

Why the shudder throttlekitty? :D
My nifs still dont work by the way. I've given up and just replacing default rocks, which is very annoying as I spent a week on assets. Rocks, Buildings, Pillars, you name it.
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Jordan Fletcher
 
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Post » Mon Jun 18, 2012 9:36 pm

Sorry to highjack, though this is slightly on topic. Figured since there's no export scripts/addons for Blender or Max yet that there's also no way to import existing .nifs into the programs either. Is that correct?
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Nicole M
 
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Post » Mon Jun 18, 2012 10:14 pm

*shudder*
lol. well yeah, i don't know why anyone would want to, when there are so many better programs like topogun that can do the retopology better than the built in tool for zbrush (aside from refusing to use another 3rd party tool in your pipeline, which i guess is understandable),
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Laura Samson
 
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Post » Mon Jun 18, 2012 10:42 pm

Decimation master depending on what your trying to create removes the need to retopo, generally.
And zbrush can do it fine anyway.

@Arklite. The nif tools have been updated so yes you can import.
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Nana Samboy
 
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Post » Tue Jun 19, 2012 12:30 am

Decimation master depending on what your trying to create removes the need to retopo, generally.
And zbrush can do it fine anyway.

@Arklite. The nif tools have been updated so yes you can import.

Really? Don't know where to find em... Blender or Max? Also, would love a link to them! Thanks in advance...
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Sophie Miller
 
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Post » Tue Jun 19, 2012 3:38 am

Here you go.
http://niftools.sourceforge.net/wiki/
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Bellismydesi
 
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Post » Tue Jun 19, 2012 1:54 am

Im trying to export a morrowind nif to work in skyrim. How would one go about that?
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neen
 
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Post » Tue Jun 19, 2012 7:12 am

Here you go. http://niftools.sourceforge.net/wiki/

Will take a look. Thank you. :)
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Joe Bonney
 
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Post » Tue Jun 19, 2012 12:48 am

Will take a look. Thank you. :smile:

Apparently Nif Skripts for Blender haven't been updated yet for 2.6x. For the time being, you can check out this mport/export tutorial working with Blender 2.49b that's on the Nexus.
http://skyrim.nexusmods.com/downloads/file.php?id=3790
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James Hate
 
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Post » Tue Jun 19, 2012 12:48 am

I got my Nif's working!!
All I hadnt done was Check 'Has Vertex Colours'
Now my new objects show up in the CK and work!!

So many days, so much hair pulling out, and such a simple fix
http://postimage.org/image/mly70s8k1/
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rebecca moody
 
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Post » Mon Jun 18, 2012 11:53 pm

Can I ask for a link please to the latest Skyrim supporting nifskope.
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Sunnii Bebiieh
 
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Post » Tue Jun 19, 2012 12:10 am

Can I ask for a link please to the latest Skyrim supporting nifskope.

http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/ -- you want RC5 or RC6 --- looks like RC6 was just released so have not tried it yet but rc5 does work
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bonita mathews
 
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