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Converting models into Blender/Nifskope


Giggsy

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Hello, modding community

 

I am a low-skilled modder. The only thing I've ever modded before, is a gun for Counter-Strike 1.6 using MilkShape (which I no longer possess). A modder here on The Nexus has done some conversions of Counter-Strike weapons into Fallout 3. Is this hard? I mean the weapons look fantastic and it would really be great to be able to do this on my own.

This way I can get promission from the modder who made the weapon, and port it to Fallout 3.

 

I found some good tutorials around, but I can't open the .mod files in Nifskope or Blender. Is there a way to decompile them or whatever I need to do?

Do Fallout 3 weapons only have one model, or does it have a world model and a first-person model?

The guns in Counter-Strike 1.6 had 3: one first person model, one world model, and one seen on other players. The guns in Counter-Strike Source have 2 I think; a world model and a player model. Maybe it isn't as easy as I think?

 

I need to :

-Learn about the difference between these model names ( .vtz, .vtf, .mod, .nif , .dds , .md2 ).

-Convert the Counter-Strike Source weapon into a program that lets me copy and paste it into Nifskope (as I saw in a tutorial).

-Learn how to "rig" a weapon for Fallout 3

 

A point in the right direction would be great :)

I HAVE been looking for tutorials on this site, so please be kind...

 

Thanks!

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Something you should get squared away before anything else are the following:

 

#1 - The model cannot have any origins from that game or other games...meaning 100% of the model and texture needs to have been created by a member of the community...not a port of a weapon that came with the game...either in whole or partly/mostly modified.

 

#2 - Permission in the readme or directly from the author needs to be acquired for cross-game porting. It is possible the author ONLY wants that model in that game only.

 

LHammonds

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Mr. LHammonds

 

I already know this. I want to try out and convert a model from the FPSBANANA website, preferably a model made for Counster-Strike Source. After I have "learned" how to do it, I would contact the person who created the model and ask him/her for the permission to port the weapon from CS:S to Fallout 3, giving the person full credits in the readme. If the person declines my request, then I find another model I would want to use in Fallout 3, and ask this person for permission.

 

-I am not going to port a weapon from the original game, and will only work with created "skins"/models.

 

-If permission is not granted, the model will not be ported.

 

This is still very unplausible as I have yet to learn how to port a weapon-model from CS:S skin community to the appropriate model viewer/editor (Nifskope or Blender), and make it into a workable file, and finally compile it to a Fallout 3 model. I still don't know what it means to "rig" a weapon. As I stated in the earlier post ; maybe I think this is too easy.

 

Thanks

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I already know this.

You introduced yourself as being fairly green behind the ears when it comes to modding. I mentioned those two items because a LOT of new modders do not realize this and get frustrated and quit when they release their first mod which is later pulled down because it was an illegal port or the original author requested it to be removed.

 

I for one am happy you know this and I wish the best of luck to your modding endeavors. :thumbsup:

 

LHammonds

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