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Tutorial for getting things from 3ds max to FO3?


Bonafide

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Search button is up in the right corner, additionally there's a stickied thread called "Fallout Modelling - Mini tutorial" which links to this thread in which the steps for exporting and importing models from 3ds max to NifSkope are being discussed.

 

All the information you need is currently on the first page. :P

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Search button is up in the right corner, additionally there's a stickied thread called "Fallout Modelling - Mini tutorial" which links to this thread in which the steps for exporting and importing models from 3ds max to NifSkope are being discussed.

 

All the information you need is currently on the first page. :P

 

 

I noticed this tutorial but saw it was pre-GECK so I was wondering if there was a more up to date version around.

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in one of the links Baelkin provided, you would have found this tutorial, which i just wrote last week:

 

http://thenexusforums.com/index.php?showtopic=85708#

its the process of 3dsMax to Nifskope and from Nifskope making it ready for GECK.

 

Geck is a piece of cake. Its pretty self explanatory.

If you require more assistance with GECK theres a ton of GECK tutorials in this forum i suggest you poke around, they are literally on the front page.

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Search button is up in the right corner, additionally there's a stickied thread called "Fallout Modelling - Mini tutorial" which links to this thread in which the steps for exporting and importing models from 3ds max to NifSkope are being discussed.

 

All the information you need is currently on the first page. :P

 

 

I noticed this tutorial but saw it was pre-GECK so I was wondering if there was a more up to date version around.

 

Yeah, it can be a little confusing that those threads were started and stickied before the GECK was released, however the basic process from getting models from your 3d editor to the GECK haven't really changed - the methods are basically the same as they were before we got the GECK, only the software used in the process have been updated (NifSkope and 3d editor plugins most notably) and makes it somewhat easier to implement.

 

The process can be a bit daunting at first, but if you know your way around a 3d editor you are already well on the way to making new items. To get the basics, follow the mini-tutorial on how to make a new weapon using a new model and work from there - that should make you familiar with NifSkope to a degree that advanced subjects like armour or environments will be easier to wrap your head around.

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OK. I try to export a NIF file and 3dsmax says "error: you need to specify at least one bone node".. So what am I supposed to do? This is what the NIF exporter looks like:

 

 

http://i25.photobucket.com/albums/c90/ttwinke/untitled-2.jpg

 

 

 

What is supposed to be checked/unchecked? How do I remove this error? I have searched but comeback without any real help on this error.

 

If I can get a functioning NIF from my 3dsmax armour mesh I think I will be able to get it working.

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Did you skin the armor before trying to export? If you haven't done it, you need to import the skeleton and rig the armor to it. You can just copy the skin modifier from an armor with similar dimensions or just the upperbody mesh if it is skintight and then paste it in the modifier stack of your mesh. If you have any exposed skin parts, the upperbody.nif needs to be imported plus the skeleton. Then delete the parts you are not going to see.

 

also: you want to uncheck skeleton only.

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there has to be meat caps for the model to be exported? I deleted them from the body mesh before I modeled the clothes.

 

I guess I could always delete the body mesh and import it again with meat caps intact.

 

Would it work then? :wallbash:

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