Demonith Posted May 26, 2010 Share Posted May 26, 2010 Is there an 3ds max tut for modeling and put in the game that model tnx Link to comment Share on other sites More sharing options...
Lord Slyther Posted May 26, 2010 Share Posted May 26, 2010 I do happen to have 3DS Max, but I only know how to mod for Oblivion so far, so as soon as I read this topic regarding Fallout 3, that is something beyond my knowledge at the moment. Link to comment Share on other sites More sharing options...
Ghogiel Posted May 26, 2010 Share Posted May 26, 2010 google tutorials for learning how to use max. if you read any oblivion tutorials, its pretty much the same, except you do few little things different right at the very end to get it to work in fallout. Link to comment Share on other sites More sharing options...
Demonith Posted May 26, 2010 Author Share Posted May 26, 2010 google tutorials for learning how to use max. if you read any oblivion tutorials, its pretty much the same, except you do few little things different right at the very end to get it to work in fallout. I now to use 3ds max and this is my modelhttp://i49.tinypic.com/11h9q9l.jpgAnd what i do next and how to put it in the Fallout 3 tnx Link to comment Share on other sites More sharing options...
Ghogiel Posted May 26, 2010 Share Posted May 26, 2010 get the niftools nif plugin for 3ds max. I would import a vanilla nif- perhaps the chinese officer sword. now scale your mesh reletive to that. reset xformalign the meshes pivot point, so it'll be exactly where you want the right hand to grasp the weapons hilt. now move the object to 0 xyz. make collision box- search for saiden storms tutorial for exporting collision, its for oblivion, but its the same, just use my export settings and post export setup. set up you textures and material, add those mats to the meshes. (you can now delete the materials name, so it doesn't export with one, but its not absolutely needed. for the most part) hide everything you don't want exported export the whole scene using these settings:http://www.fallout3nexus.com/imageshare/images/209926-1274914448.jpgOpen the exported nif in nifskope.spells>update tangent spaceyou will also have to go into the BSShaderPPLightingProperty and disable the shader flag SF_Shadow_Map, and while you are there you can disable the SF_Shadow_Frustum one as well. Now right click the scene root node- most often this is still a ninode and not a BSFadeNode. I have managed it to export with one but can't put my finger on what I did to get the root node dropdown to work on the exporter. So lets asume its a NiNode at the top, double clip that and change to BSFadeNode. Now right click the root node> node> attach extra data> NiStringExtraData now select that new node. in its block details, under the value field, change the name to Prn and the string data to Weapon finally (I think) the BSXFlags node. in block details there should be a little flag icon, click that, and just enable the 1st, 2nd and fourth flags in the list. save test Link to comment Share on other sites More sharing options...
vpvpvpp Posted May 26, 2010 Share Posted May 26, 2010 install nifplugin for MAX,export nif -> nifspoke -> set in GECK Link to comment Share on other sites More sharing options...
Demonith Posted May 27, 2010 Author Share Posted May 27, 2010 TNXXXX man and can i put it with out textures just some default material just for test in game ??? Other questions...Can i put houses and other thing like this sword ?Is there a video tut ? Link to comment Share on other sites More sharing options...
Demonith Posted May 27, 2010 Author Share Posted May 27, 2010 I using 3ds max 2011 Link to comment Share on other sites More sharing options...
Ghogiel Posted May 27, 2010 Share Posted May 27, 2010 I using 3ds max 2011currently unsupported Link to comment Share on other sites More sharing options...
Ghogiel Posted May 27, 2010 Share Posted May 27, 2010 double post Link to comment Share on other sites More sharing options...
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