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A question on making buildings


windexglow

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The sticky topics are a bit confusing - some say it's impossible to have collision, while others go into depth on how to make collision.

 

First off let me say I know how to model, I know how texture, uv, all that crap. I'm not asking how to do that.

Is possible to add new buildings into the game, using their own textures, collisions?

 

How hard is it to do so? Is it a simple process - export model+collision+texture, create a mat, and use Geck to place it ingame? Or do I have to use a workaround composing of dozens of steps?

 

Lastly, (this is another thing the sticky confused) can I do this all in one program (3dmax or maya) or do I have to model this and it's many parts inside other programs?

 

 

Thanks!

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Can't really help you on the first issue, I've not messed with any of that stuff yet. The second question though, yes you can do 'virtually' everything in Max. However, you'll need to grab nifskope as it's needed to prepare meshes for use in-game (applying textures to the mesh, glow maps (if needed), specifying normal maps, all that kind of shizz). One of the more experienced FO3 modders will have to help out further than this, my knowlege of how this aspect of the game works is limited at best.

 

Look on the nexus for the Max niftools, you'll need to install those to import/export nifs from Max. As for Maya... not honestly sure if there's any support for it yet (I don't recall seeing any plugins for it, but I use max so I wouldn't have looked for maya ones...), so if you use that you might be out of luck and have to use blender instead.

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Can't really help you on the first issue, I've not messed with any of that stuff yet. The second question though, yes you can do 'virtually' everything in Max. However, you'll need to grab nifskope as it's needed to prepare meshes for use in-game (applying textures to the mesh, glow maps (if needed), specifying normal maps, all that kind of shizz). One of the more experienced FO3 modders will have to help out further than this, my knowlege of how this aspect of the game works is limited at best.

 

Look on the nexus for the Max niftools, you'll need to install those to import/export nifs from Max. As for Maya... not honestly sure if there's any support for it yet (I don't recall seeing any plugins for it, but I use max so I wouldn't have looked for maya ones...), so if you use that you might be out of luck and have to use blender instead.

 

Heh, while I model in Maya I have little problem getting the models over to Max. It's just a preference of mine - sadly few games support Maya.

Thanks for answering though!

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