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drywater509

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Everything posted by drywater509

  1. Don't mean to resurrect a dead thread but the plugins/scripts do partially work, obviously the steps listed below use my directories, but it shouldn't be too hard to figure out where you need to copy/move things to. Bethesda's installer will put configuration files in AppData C:\Users\Administrator\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ Open the 3dsmax.ini using notepad append its contents into the 3dsmax.ini found at C:\Users\Administrator\AppData\Local\Autodesk\3dsMaxDesign\2013 - 64bit\ Copy the folder C:\Users\Administrator\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\en-US into C:\Users\Administrator\AppData\Local\Autodesk\3dsMaxDesign\2013 - 64bit\ENU Bethesdas installer will install their plugins in C:\Program Files\Autodesk\3ds max 2013\ copy everything inside that folder to C:\Program Files\Autodesk\3ds Max Design 2013\ In windows go to System Properties > Environment Variables > System Variables and make sure the Variable "path" has C:\Program Files\Autodesk\3ds Max 2013\plugins\BGS\Libs in it somewhere. I've tried changing this to reflect the files being moved/copied to C:\Program Files\Autodesk\3ds Max Design 2013\plugins\BGS\Libs but it doesn't really make a difference, and does not fix the crashing problem mentioned later in this post. Lastly you need to run 3ds Max Design and add path to the Shaders folder (as stated in the readme included with Bethesda's installer) Customize > Configure User Paths... > External files > Add... C:\Program Files\Autodesk\3ds Max Design 2013\plugins\BGS\Shaders If you don't do this last part and try to use any of the BS shader types in the material editor 3ds Max will crash. You must use a BS type shader on any geometry you want to send to a .nif or only objects which have Bethesda scripts ran on them from the Utilities panel will be exported. Bethesda's scripts may look like they do nothing when you press Apply To Selected or whatever the button to commit changes is at the utilities panel, there is text embedded to objects in the viewport after running a utility. To verify that Bethesda's utility scripts do work right click on the object you apply them to and choose Object Properties > User Defined. There is one problem with this workaround-you can't import Fallout 4 meshes with Miscellaneous >Use Niftools Shader option checked at the Import Nif dialog; if you try to use the eye dropper on an imported mesh with this option checked 3ds Max Design will throw an exception and close. Make sure to uncheck this before importing any Fo4 models and it will force use of the standard shader. When you export do apply a BSLightingFX material type from the material editor to your meshes. I highly recommend just using the standard shader's diffuse texture slot to view your albedo/color texture in the viewport, and then when you are ready to export follow the previous step using empty BSLightingFX material(s). Save copies before/after you apply a BSLightingFX material, I don't know if using the eyedropper on a newly created BSLightingFX material will crash later when you reload the scene-sometimes it works fine, sometimes it doesn't. In NifSkope remove the BSLightingShaderProperty exported from max and copy it from one of Fo4's original nifs and redirect the paths in the BSShaderTextureSet to your desired textures. Don't bother trying to use a file directly exported from max without replacing it with a clean BSLightingShaderProperty-it will crash the CK and your game. If anyone figures out how to be able to use the Niftools Shader option please share. I have a feeling it might have something to do with ClassIDs having mismatching versions between 2013/Design 2013 in reference to the DirectX_9_Shader extended by Bethesda's maxscripts. You don't need the 3ds Max SDK installed to use these plugins. Remember to export to Fo4 using the Gamebryo exporter and not Netimmerse/Gamebryo, don't forget to run Elric on your nifs in the CK tools folder or your collisions won't be in the right format and give you the exclamation error symbol in game. Anyone tinkering with the configuration files in AppData needs to know that / forward and \ backslashes matter. For whatever stupid reason maxscript or Bethesda's compiled plugins do break if you change the paths and use the wrong type of slash. Autodesk does not document this very well as evidenced by: https://forums.autodesk.com/t5/3ds-max-programming/stupid-error-file-not-found/td-p/5651754
  2. I've got a ton of video tutorials on my channel. Most of the tutorials cover HDTPhysics Extensions, but there are a few others in there for animation/skeletons, some modeling, and hair conversion. http://www.youtube.com/user/Canderes509
  3. I've never had that problem but I remember there being a patch for non vanilla races to do vanilla quests. I can't remember what it is though; the thing I have up though is for the skeleton only though, so the problem your having is probably related to the scripts the quests are using. I'll look and see if I notice anything strange with what I uploaded, maybe there is something I missed.
  4. I have uploaded a new video that covers how to make a simple idle for skyrim using 3ds max. The things required to do what I did in the video are listed in the video description. Creating an idle animation for Skyrim using 3ds max http://youtu.be/BSov-T-duBA
  5. I have a misc video uploaded, but it covers adding bones to the vanilla skeleton. I don't have the resource file up yet, but I should by the end of the week. Skyrim: Havok and custom skeletons http://youtu.be/dzJi2uTZ9Co
  6. I've uploaded a hair creation tutorial using 3ds Max. It's kind of long, but it has audio and is pretty detailed. Making hair for Skyrim using 3ds Max http://youtu.be/UVrgw4qqYLQ
  7. I just started making a video that covers a bit of information about 3ds Max and how to setup a skeleton for animation. I'll admit its pretty bare right now, but it includes a ton of information. I plan on releasing more tutorials, but this is what I think I'll have overall: 1. Setting up a rig for Skyrim animation in 3ds Max - includes navigating around in the viewports, some technical information about the skeletons, animation helpers, and importer plugin issues. 2. A tutorial that covers making an animation from scratch without having to convert ones that already do exist. I will mention how to reuse animations briefly, but I would like to teach using nothing but the rig and Havok's Content Tools. 3. Creating a character animation that includes an AnimObject. Most AnimObjects are stationary and are linked to an existing bone, but I think I found a way to actually animate one without having it be welded to a bone. 4. Creating a(n) clothing/armor model without using any existing clothing/armor, save for adding the correct material branches in Nifskope, and using a base body. I will make this as easy as possible, so even someone who can't model can make a simple piece of clothing work ingame. I will try to keep these brief and simple, so it encourages more people to try using 3ds Max. The only thing I haven't been able to do is morph work, but I'm not too worried about that right now. Anyway here's a link to my first tutorial: An introduction to 3ds Max and Skyrim: Navigation basics and setting up a character rig This one has no audio, but has annotations describing what I'm doing, why I'm doing it, and how things work. It is more a less a reference, but you can easily follow what I'm doing if your interested. I recommend watching it atleast one time before actually doing it though. My new tutorials will include audio though because I am experimenting with video compression and audio for my slow internet connection. I don't know how long it will take to make each of these tutorials, so have some patience if your interested. The only thing I assume is that you have the importer/exporter installed, and you have extracted the nif files from Skyrim's .bsa's.
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