Crash180 Posted November 24 Share Posted November 24 My next thing I would like to learn is how to edit nif models if possible. Not sure how deep into the pool I am getting so I am asking for some advice. From an Illustrator perspective it seems simple but this ain't Illustrator. For the ceiling I would like to remove the diagonal beam, align some of the rafters and create a new roof. I tried importing it into Blender but the frame appears as a composite piece just like in Nifskope and it stripped the textures which hopefully can be reapplied. I used Blender 3.6 with the latest niftools plugin. For the wall I would like to create an opening for a door or window. I have thoughts of creating different windows with different styles and types of glass that can snap in. Or maybe just copy one from a cabin model. Like I said I'm not sure what I'm getting into. Link to comment Share on other sites More sharing options...
RoNin1971 Posted December 6 Share Posted December 6 Well, knee deep into "something", for sure A few things of note: The meshes are grouped by texture/material. Pynifly (stupidly) assumes the texture is within the path of the nif imported, by cutting the path down to .\Data (IF its there). (so lets say your nif is: D\Fo4\wip\meshes\myModel.nif it will be unable to find the texture. If your path has a .\data e.g.: D:\Fo4\wip\data\meshes\myModel.nif it will assume the texture is at: D:\Fo4\wip\data\textures\... this can be very annoying if you are working outside fallout 4's .\Data directory) Â You can 'simply' point it to the right texture in Blender though. Â Editing the mesh to get what you want, is fairly easy. ...but then the 'fun' part starts... for adding windows and doorways you will need to create new collision(s). Might be doable with copying from something similar in size & shape. Otherwise its going to be a challenge. (and you will be looking for 3DS 2013...) Link to comment Share on other sites More sharing options...
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