spyderrock48 Posted March 23, 2010 Share Posted March 23, 2010 Ok, i have NifSkope, 3ds max 2009 & 10 , and i have a model of a space ship which i am trying to add in to fo3 as a static object. it works as a 3d mesh, i import into nifskope and save it as a .nif, but then it wont load into the geck and gives me lots of errors. Link to comment Share on other sites More sharing options...
Ghogiel Posted March 23, 2010 Share Posted March 23, 2010 umm like what do the errors say? My psychic powers aren't what they used to be. anyway, get niftools plugin for max. Just use max2009, or get dev build of the max plugin for better 2010 support, import 3ds into max, setup/prep/collision/resetxform/sort out smoothing etc, add a texture to a material, add material to mesh, export as a nif. <95% done if its a static- untick the sf_shadow_map and _sf_shadow_frustum shader flags from the BSShaderPPLightingProperty. setup/check your texture paths change the scene root NiNode to be a BSFadeNode- just rename it. that should probably at least run in the game. Link to comment Share on other sites More sharing options...
rausheim Posted March 24, 2010 Share Posted March 24, 2010 When i tested it out, it did not work. What happens is that when we try to import it into the GECK, i get nothing, only thing i get is the XYZ-box around a Veeeeeery big area. But even if i import a mesh from the ingame fallout 3, say like an ash tray. I then import into 3dsmax and export it again, still, this even wont work ingame. Is there any kind of guide for noobs? Cos the only ones (including your answer) was found on other places, still no luck. It's very frustrating as this is one of the things we're waiting for so we can launch the next release of the mod we're making :P Link to comment Share on other sites More sharing options...
Ghogiel Posted March 24, 2010 Share Posted March 24, 2010 You're right there are no beginer(ish) tutorials for exporting for max. I think the only one that is worth reading is the niftools one showing how to use the dismember partion modifier. asuming you have done everything else right and throughly setup up the scene for export< which is basically identical as oblivion, the only post export thing you need to do will be remove sf_shadow_map and change the root node to a BSFadeNode. that is it. If that is not working for you then you're not setup for export correctly for one reason or another. I'll do a rigged and non rigged mesh tutorial in the next few days then, just so there are no excuses :) Link to comment Share on other sites More sharing options...
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