Yossarian22 Posted April 17, 2009 Share Posted April 17, 2009 Please Can anyone light up the secrets about this a bit? I find tutorials for hairs and swords, but nothing useful to simply copy static objects. I already tried what I could with my limited knowledge but nothing useful came out. Everybody says its easy, but looking around in the net, I dont find a lot useful info about it. So, can anyone give a short instruction how to do it without taking hours for a simple static object conversion? It really cant be that difficult. And please dont give a one liner, that I have to copy it into blender and convert it back... I've read that before and it dont work or I did something wrong. Dont know. Here my working steps: 1. Export oblivion nif with nifscope into wavefront2. Load wavefront with Blender3. Export Blender Object into F3.nif Format Now go into Geck, all I see is a read symbol and also open the created File in Nifscope really looks broken up. PS: DONT TELL ME ITS ILLEGAL OR NOT! I want know how it works, not if its illegal or not. Thanks to anyone, who can help Broken Nif after Blender Convertion: http://www.fallout3nexus.com/imageshare/images/99671-1239964191.jpg Original Oblivion Nif: http://www.fallout3nexus.com/imageshare/images/99671-1239964303.JPG Link to comment Share on other sites More sharing options...
Riven1978 Posted April 17, 2009 Share Posted April 17, 2009 well yoss as you know I have accomplished this with the Wings (also a cape, not released)however i had a skeleton on which to attach them, so It is possible but not sure how you do it with blender cause i use 3dsmax. what i did with the wings was inport them into 3dsmax as an oblivion nif using the fallout 3 skeleton, then select the wings and some attaching bones, then export it as a fallout 3 nif. Again not sure if this helps you or maybe gives you an idea or something cause i do not know how Blender works >.< Link to comment Share on other sites More sharing options...
Yossarian22 Posted April 17, 2009 Author Share Posted April 17, 2009 Ok I made some process. I got the model into game and geck.But there are still two problems: 1. It has no Collision ingame, but the original mesh HAD Collision. However, Blender didn't exported the Collision Geometry, its not in the Nif File anymore. Any Ideas? 2. The Object Selection in GECK is really big, 10x megaton in size. The Object itself has normal size, only the selection frame box is freaking big and is not above the object itself too, but a bit to its right side. What could that be? Ingame Pic: http://www.fallout3nexus.com/imageshare/images/99671-1239971062.JPG Link to comment Share on other sites More sharing options...
Riven1978 Posted April 17, 2009 Share Posted April 17, 2009 Ah yes the not a BSFadenode problem I have that problem with another item i am currently working on hehe not really sure must be some way to do it. i am thinking it is clearing it in one of the import or export parts (has to be some kind of setting). Unless they don't convert, in which case the only option is to totally redo collision >.< ugh Link to comment Share on other sites More sharing options...
Dragarr Posted April 17, 2009 Share Posted April 17, 2009 You could try opening the OB nif in NifScope then use NifScope to export it as an obj and try importing that into Blender. Link to comment Share on other sites More sharing options...
Yossarian22 Posted April 17, 2009 Author Share Posted April 17, 2009 Ah yes the not a BSFadenode problem I have that problem with another item i am currently working on hehe not really sure must be some way to do it. i am thinking it is clearing it in one of the import or export parts (has to be some kind of setting). Unless they don't convert, in which case the only option is to totally redo collision >.< ugh Got the fade-Node... but still no collision and this: The Object Selection in GECK is really big, 10x megaton in size. The Object itself has normal size, only the selection frame box is freaking big and is not above the object itself too, but a bit to its right side. What could that be? You could try opening the OB nif in NifScope then use NifScope to export it as an obj and try importing that into Blender. Thats what I did and it worked so far, but when I export it, the collision of it dont export too. I dont know if the problem is, that it not get imported into blender, or that it not get exported. Link to comment Share on other sites More sharing options...
Riven1978 Posted April 17, 2009 Share Posted April 17, 2009 Ah yes the not a BSFadenode problem I have that problem with another item i am currently working on hehe not really sure must be some way to do it. i am thinking it is clearing it in one of the import or export parts (has to be some kind of setting). Unless they don't convert, in which case the only option is to totally redo collision >.< ugh Got the fade-Node... but still no collision and this: The Object Selection in GECK is really big, 10x megaton in size. The Object itself has normal size, only the selection frame box is freaking big and is not above the object itself too, but a bit to its right side. What could that be? when you converted over did you do a slective export or export them whole scene? (may be cause of the huge selection box in geck, also like i was saying the only option may be to create the whole of the collision from scratch, unless we figure out why neither blender nor 3dsmax is reading and exporting it with the nif. Link to comment Share on other sites More sharing options...
Yossarian22 Posted April 17, 2009 Author Share Posted April 17, 2009 when you converted over did you do a slective export or export them whole scene? (may be cause of the huge selection box in geck, also like i was saying the only option may be to create the whole of the collision from scratch, unless we figure out why neither blender nor 3dsmax is reading and exporting it with the nif. Well, guess you right and I exported the whole scene, but I dont know where to change that. Dont find a setting for it. I hope there is another solution for this collision problem. I dont know anything about 3d modelling, so I doubt I could make a collision geometry in a quick run. And without collision, its all a waste of time. Link to comment Share on other sites More sharing options...
Riven1978 Posted April 17, 2009 Share Posted April 17, 2009 when you converted over did you do a slective export or export them whole scene? (may be cause of the huge selection box in geck, also like i was saying the only option may be to create the whole of the collision from scratch, unless we figure out why neither blender nor 3dsmax is reading and exporting it with the nif. Well, guess you right and I exported the whole scene, but I dont know where to change that. Dont find a setting for it. I hope there is another solution for this collision problem. I dont know anything about 3d modelling, so I doubt I could make a collision geometry in a quick run. And without collision, its all a waste of time. well you should be able to just select the boat and export selection or something at least i know you can in 3dsMax, again i have never used Blender so i don't know but i am sure if they are as alike as i keep hearing then it will be in there somewhere Link to comment Share on other sites More sharing options...
neunen Posted April 17, 2009 Share Posted April 17, 2009 2. The Object Selection in GECK is really big, 10x megaton in size. The Object itself has normal size, only the selection frame box is freaking big and is not above the object itself too, but a bit to its right side. What could that be? when this happens to me, its after ive resized things in nifscope with transform. if i right click the node and go to mesh>transform>apply thats seems to take care of the bounding box siz because it locks in those changes. maybe thats not the issue here but it might be worth a go. Link to comment Share on other sites More sharing options...
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