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problem exporting .nif files


krandate

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hey, this is a question for any more experienced modelers out there. i've been working in gmax to create a bunch of new weapons, and finished the initial development of my models. I've hit a snag while trying to export from gmax. if i export straight from gmax i end up missing a bunch of the physics data and miscellaneous stuff that fallout needs. if i load the exported .nif file into nifscope i can see all the data that i'm missing, but i've never worked with nifscope so it's still a little confusing for me. is there a way to add some of the missing physics data into gmax or can someone help me out by converting a model for me and telling me what they did? i'm willing to learn but need a teacher.
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im not familiar with gmax. you say it can export straight to a nif? (?)

 

edit: oh i see, gmax is a stripped version of 3ds max yes? im not sure how well the nifscripts would work with it or not. maybe someone else will have a more concise answer for you regarding that

 

what you can do is export your geometry as a .obj then import it over an existing fallout weapon.

 

if its a melee weapon it goes like this:

 

export .obj

start nifskope and load a similarly shaped weapon

click on the root bsfade node, then go to file>import>obj and select your file

there should be a new NiNode under your main Bsfadenode, expand this

and if it has NiTriShapeData right click>mesh>stripify

click on its NiTriStripData and look in the inspector window for "Tspace flags", change it from 0 to 16

click on spells>batch>update all tangent spaces

right click the NiTriStripsData and select block>copy

right click on the NiNode and select block>remove branch

 

now expand the main bsfade node and find the weapons NiTriStripsData

right click on it and select block>paste over

 

you should now have your new weapons geometry, but its probably not the right size or direction

 

right click on the NiTriStrips and select transform>edit and then move stuff around until it fits

the collision data of the original weapons, then save as your new weapon

 

hopefully that all correct... and hopefully that helps your situation.

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thanks for the help. the idea worked great. i had to take an extra step and use another program to convert the mesh to an obj, but once i did i was able to import it and get it in game just fine. thanks for all the help.
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