Jump to content

Blender to FO3?


j4y1981

Recommended Posts

Ok for some reason that escapes me i downloaded blender etc and thought id have a hack as doing something simple (just adding larger clip to hunting rifle). But tbh i havent a clue what im doing i joined the new clip with the existing one as it looked weird otherwise but whenever i export it the clip no longer moves and anything thats exports just gets a red ! mark. I couldnt find any basic tutorials that were specific to this kind of thing so its probably my fault for randomly pressing buttons and seeing what happens as it where lol. But if someone could help or possibly point me in the right direction it would be alot of help :).
Link to comment
Share on other sites

j4y1981 ~

 

It's actually a good thing to press buttons and see what happens. That's certainly how I learned to use Blender.

 

Here's what you have to do to get something like what you've described into the game:

 

1) Edit the mesh however you like in Blender.

2) Export the .nif using the Fallout 3 defaults.

3) Open the .nif you exported, and in another NifSkope window, open the original version of the model.

4) Click on the part of the model you changed in the exported .nif, in this case the clip. That part of the model will be highlighted and you can see its wireframe.

5) In the list on the left something called "NiTriStrips" will be highlighted. On a lower part of the branch (that's what NifSkope expandable subsections are called, branches) you'll find the clip's "NiTriStripData". Right-click on that and select "Copy" (but NOT "Copy Branch"!).

6) Go to the original version of the model. Find that model's clip and its NiTriStripData. Right click it and select "Paste Over".

7) The edited shape of the model will now be applied to the original version. Update all tangent spaces (I'm actually not sure if this is necessary but I do it anyway, it's under Spells/Batch) and save.

8) Sometimes this causes a model part that has translations and rotations applied to it to suddenly move to a strange spot. This is because models imported to Blender with translations will take them for granted during the export process, and in NifSkope the translations will be applied a second time. Set those translations/rotations to 0 and the model will probably look like it's supposed to (sorry, some more advanced stuff there).

 

I'm working on a tutorial for Blender => NifSkope => FO3 models, so that was kind of practice. Please tell me if any of that didn't make sense.

 

Hope it helps ~

 

Rogue Hallow

Link to comment
Share on other sites

I'm getting a warning come up saying the nif versions differ current file version 20.0.0.5 clipboard file version 20.2.0.7 the results will be unpredictable? Theres also no longer a reload animation in nifscope on the edited version and once i copied the NiTriStripData over it reverted the clip to the size of the original?
Link to comment
Share on other sites

Sounds like you need to select Fallout 3 instead of Oblivion in the export filter when you originally export to .nif out of Blender. Same thing happens using 3DSMax.

You then have to open up the original gun in nifscope and your exported version, you then copy your clip over to the original gun. Pretty much outlined in this tutorial that is stickied: http://thenexusforums.com/index.php?showtopic=82738

Link to comment
Share on other sites

Woohoo i got it ingame lol just one other quick question how do i combine two meshes in blender? Ive tried the join objects option but when opened in Nifscope they remain seperate?
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...