greekrage Posted August 10, 2022 Share Posted August 10, 2022 (edited) Sorry but posts are not showing and i keep double posting... Edited August 10, 2022 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted August 10, 2022 Share Posted August 10, 2022 btw...is there a way to actually see where the light is in nifskope?....(dont forget im a newbie :P )..I want to rotate the transform to look downwards but i cant see which way its turning or how much since i only see the Dot and line...I also found another node to use (210) that is a spotlight but i cant visibly rotate it...(hence my question) Link to comment Share on other sites More sharing options...
pepperman35 Posted August 10, 2022 Author Share Posted August 10, 2022 I am not aware of a way but I can't say with any degree of certainity. Link to comment Share on other sites More sharing options...
greekrage Posted August 10, 2022 Share Posted August 10, 2022 (edited) ... Edited August 10, 2022 by greekrage Link to comment Share on other sites More sharing options...
South8028 Posted August 10, 2022 Share Posted August 10, 2022 Thanks for the reply. Yes, I knew how to do it in nifskope but was curious as to how it would be done in max. I wonder what tool Bethesda used, if not max for operation like this. Maybe they had a different version of the exporter. Interestingly enough, the nif importer will bring in the addonnode.These specialized nodes and bethesda controllers are probably contained in the libraries of the engine itself. I don't know how to create them in 3ds max. Maybe there are some tools for this, but I have not yet found them in the bgs exporter. Link to comment Share on other sites More sharing options...
greekrage Posted August 10, 2022 Share Posted August 10, 2022 OK finally got it to work as i wanted it with LightNodeWorkshopHighTechSpotWhite01(210)....A lot of blind adjusting till i discovered rotation P was the axis i needed to edit....(luckily CK sees the changes with a cell refresh )... First pic to show how much spill out the 106 node has compared to what im using (it basically lights up the room )... And here are the values i used to adjust the transform if youre interested... Now im going lay back and smoke a cigarette like all men do after some good sex....:P Link to comment Share on other sites More sharing options...
South8028 Posted August 31, 2022 Share Posted August 31, 2022 (edited) I installed a custom nif plugin in addition to the nif exporter. Now I can import models from the game, and see all the bgs tools used in this model. I found that all bethesda specialized nodes are bones. Therefore, you can add any node in 3ds max. To add, for example, a sound node, or a bs value node, you need to add a child bone with that name to the model. Just go to "command panel/systems/bones" create a bone, name it BSValueNode, set the desired direction.https://www.nexusmods.com/fallout4/mods/16694I used the nif plugin for max 2013 which is contained in this package. It allows you to import nif along with the animation, but the gamebryo animation manager only contains the first sequence. However, the plugin allows you to explore vanilla nifs and together with bgs exporter and hkt2014 you get virtually all the tools a game developer bethesda can have. Edited August 31, 2022 by South8028 Link to comment Share on other sites More sharing options...
DiodeLadder Posted August 31, 2022 Share Posted August 31, 2022 Anyone know how to add a BSValueNode in 3ds max? I add it as a dummy with this name but it disappears on export. A dummy with nothing parented to it will be automatically deleted by the Nif Exporter, I believe, unless you specify not to. To keep it : 1) Right click on the object in 3DS Max and bring up "Object Properties".2) Click on "User Defined" tab and in the text field, type in : sgoKeep = 1 I don't know if this particular node needs more steps, but at least for weapons, needed nodes are created this way using the BGS Nif Exporter (weapon export script would convert them according to the names). Link to comment Share on other sites More sharing options...
pepperman35 Posted August 31, 2022 Author Share Posted August 31, 2022 Anyone know how to add a BSValueNode in 3ds max? I add it as a dummy with this name but it disappears on export. A dummy with nothing parented to it will be automatically deleted by the Nif Exporter, I believe, unless you specify not to. To keep it : 1) Right click on the object in 3DS Max and bring up "Object Properties".2) Click on "User Defined" tab and in the text field, type in : sgoKeep = 1 I don't know if this particular node needs more steps, but at least for weapons, needed nodes are created this way using the BGS Nif Exporter (weapon export script would convert them according to the names). Thank you sir for this very useful piece of information. I can't wait to try it out.+ Link to comment Share on other sites More sharing options...
pepperman35 Posted August 31, 2022 Author Share Posted August 31, 2022 (edited) I created a crude test using the method DiodeLadder described and it worked like a charm. Files attached if anyone wants to examine the quick test setup. For the test, I created three dummies affixed to the top of each primitive object. These three dummies were named AddOnNode106, and the BSG exporter automagically made them BSValueNodes with the value of 106. Nice! Multiple additional dummies were used to test the technique. Edited August 31, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
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