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3ds Max / NIfSkope Problem


mrcolgate

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Hi!

 

Ive encountered quite a problem using 3ds Max and NifSkope...

 

Ive built a silenced Glock 18 in 3ds Max containing 6 parts...

 

Slider (Top)

Bottom (The Gun)

Trigger

Clip

Some details such as Clip release, etc

and Silence plus barrel.

 

http://i49.tinypic.com/xpypa9.jpg

 

http://i46.tinypic.com/24q4w10.jpg

 

Everything above is created in 3ds Max 2010, the problem appears when ive exported the project as a .3ds and import it in NifSkope. As visible on the picture below the parts have been placed in a different position.

 

http://i49.tinypic.com/vw2ah.jpg

 

Have anyone else had any problem alike mine? Is there a neat solution?

 

Thanks!

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solution 1- export as a nif if you can, I know some people can get it to work, but iirc 64bit might not be worky. and no development is happening so that' not change soon. would be nice though.

 

solution 2- when you have your gun situated in scene so that it'll be attached to the weapon bone correctly, ie be held in the hand by the gun grip, take all your pivots and center them all in one place. then export. I'd use obj, 3ds, potatoe, potatoe.

 

I guess you are ultimately doing one of those hacks, where you paste shape data over ones existing in a vanilla nif. well if you do that, you need to match the pivots of your mesh to the pivots of the bone/shape nodes that are controlling the donor weapon and its animations. you do that in scene, by importing the donor weapon in scene. matching pivots. hide/delete donor. then export you mesh.

 

don't worry about the animations themselves in the weapon nifs, they for the most part, don't actually do anything- its just important to match the node names, as thats how the weapons are targeted by the animations. Reloading is the one you kinda, really need to get a decent match for. you'll never see the trigger actually being pulled for example.

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2010 and the newest experimental build (nifskope forum) work quite well for me atm

 

as goghiel said, if you use the "paste over" method you would be best off to import a vanilla pistol and match your model and the object pivots acoridng to that vanilla pistol

 

if you dont use that trick you will have to create your own animation files and im not talking about the gun animtion itself since they do absolutely nothing (you can actually delete them from the nifs) but those *.kfs like 1hpreload.kf and so on...

this however will force your to replace a vanilla animation

 

also make sure that, in max before you export, you do a reset xform on your models or it will most likely export them at the wrong positin and size anyway

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Thanks for all the answers :D!

 

 

I finally managed to get it working but realised later that i've saved every part its own dds file. In GECK they want one, so i tried if the .nif file would contain all these dds files but no, when I launched Fallout 3 and added the weapon i didnt get anything, only a hand in the air. :(

 

Is there still any solution?

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depends what you mean. and what it is.

 

If you mean you have a nif, say of a piece of clothing, and you set it up in the geck etc. but you want one that has a blue version of the diffuse map- well make the map, then in geck just make a new texture set for it. then open the entry for the item of clothing, where you select which nif to use for biped, world, etc, open those up and you'll see each shape thats in the nif. just double click in the blanks next to each shape, and the list of texture sets pops up. scroll to the one you created and enter. change the id to somthing like MyArmorBlue and create a new entry for it

 

something like a creature, afaik :unsure: ? you have to create duplicates of the nif, and drop the textures into the BSShaderTextureSet in the nif.

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