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problem with model import & export


reko34

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the missing "NiSkinInstance" node will most likely be cause from the import/export settings being incorrect. Since I'm using 3ds max & not Blender I could not give an answer as to which options to set up for that.. You may want to ask/post a question for Nuenen about how/which options to setup for both the import & export of Blender.. I agree with you on the Photoshop being way better, as I use that myself.. it's just a progie that alot of people don't have, therfore the DDS paint.net program is a quick easy & versitle option for those who can't use photoshop. Even using photoshop I dont NOT use the converter; both the dds converter plugins from nvidia & amd have always givien me issues on 80% of the systems i have had in the past. if i want to work on a texture in Photoshop I simply open the file in DDS Pain.net 1st (takes all but 2secs to load) then save it as a PNG, because Png formats retain information about the alpha, layers & architecture/structure of the file, as well as 95+ % of the original quatilty..then just on the Png in photoshop. I realize that way may seem idiotic to most people; however for me it has been much more productive.

 

eg. using paint.net w/ photoshop

1. open the file in Paint.net & save as png = 4secs

2. open the png in photoshop = 1sec

3. save the file as png = 1sec

4. open the file in Paint.net & save as dds = 3secs

total= 9secs

 

In less then 10secs you have manualy converted that file from & to the required format usable by FO3 (with no hassle or headaches)

 

eg. using the dds converter

1. open the file in DDS converter & convert to psd = 4-30secs (as 1/2 the time the prog shuts down when you try to select the file to convert)

2. open the psd in photoshop = 1sec

3. save the file = 1sec

4. open dds converter & convert psd back to dds = 4-30secs (same issues as above mentioned)

total= appx 1min (not including any unforseen errors/glitches)

not only does it take 6x longer, if you check the developer forums you'll see those dds converter programs have a high tendency to be buggy.

 

eg. using the direct photoshop dds plugin

1. open the dds file = 3secs

OH, NO where has my alpha channel gone o_O

2. 5min recreating the alpha channel properly

total= appx 6min just get to the point where you can edit the texture

 

as you can plainly see, the method in which I use is far more productive time wise (this will vary based on the modders system)..but, from my own experience & usage it is the fastest & easiest method.

 

I have been modding games since early 2002 & have been crreating 3d models, texturing & writing code since appx 1995.

So i do have quite a bit of experience under my belt. below is a link to one of the projects "Road to Allysium" in which i did 90% of the 3d models, textures & appx 40% of the custom scripting. the Mod/expansion (if you reasearch it) was one of the most anticipated expansions that would have been released (had our 3man team not broken up due to home issues). as it turned out our competitor's product titled "Legends of Aranna" was released with the backing of Microsoft/Gas Powered Games & is still on the store shelves to this day

 

Road to Allysium: Gamespy interview

 

Road to Allysium: FilePlanet 4/5 rating

 

competitor's : legends of aranna from Microsoft GS

 

Gamespy Lengends of Aranna 4.5/5 rating on their completed project

 

just a bit of background on myself ( incase you wondered )

:yes:

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The missing node is after export from 3ds max. I still don't know how to blender at all. :wallbash:

In max i select the hip part, which includes 2 object though they look like continous, and resize them into the body. I noticed the resize center of the 2 object is different, so they were no longer continous after editing. In fact i'm not famaliar with 3ds max either. I always work with silo for a better operation.

 

I have no experience in game model editing. I just find many problems occurs to me, while others don't recognize them as problems at all. Like you 'delete' the sting on the shoulder at will. :confused:

 

I just tried dds-plugin for photoshop. It works fine! When i first heard the name, i thought it was for some converter tool. I nearly missed such a convinient tool.

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can you possibly take a screenshot of your 3ds import / export settings i can compare them to mine...also which version are you running. i know there have always been different issue with modding, all dependent to the program version in which the user is running. I am glad the plugin for photoshop works correctly for you (quite possibly i always have issues because i run Photoshop 7.0)

 

In anycase try not to get discouraged..game modding is usually alot more involved then most people expect when they 1st start. We've all been there at one point or another & something that you see as a huge headache now, won't be in the future..plus you'll learn quite a bi alot the way to becoming a great modder .

 

I'll check back later when i get more time & see if i can help you some more..

 

Cheers :)

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http://img.photobucket.com/albums/v411/reko34/import.jpg

http://img.photobucket.com/albums/v411/reko34/export.jpg

 

There're so many options i don't understand. Most options are default. By export i also tried to select "hidden nodes" and "sort nodes", and that doesn't work.

I'm lucky to meet nice guys like you two, or i'd have already given up :thanks:

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I would research NifTools; there is a .nif import/export plugin available for Blender. I have been able to load custom meshes into Fallout 3 without using .obj files at all!

 

As for Blender itself, it's a highly unintuitive system. I recommend keeping a command/hotkey cheatsheet or even notecards close by when using it. It's taken me months but the controls to manipulate the camera and select or edit objects in Blender are just now becoming natural.

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