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Need help converting two finished static meshes into .nif


Hammerbane

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I've been throwing myself headfirst into a brick wall the past couple of days, trying to convert these two readily-edited meshes into usable .nif files.

They're just two basic Dwemer and Riften statics that I exported from the game and edited slightly in 3ds Max. Now I can't for the life of me figure out how to re-export them for use in the CK.

 

If anyone would be willing to help me out here, it'd mean a great deal for me. Also, I'd be overjoyed if that person would outline the steps needed for this process, because I've tried every available converter and exporter with no luck at all.

 

Thanks in advance!

 

 

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You have exported as *.obj file which is absolutely not recommended for the work with Nifskope. The newer Nifskope versions do no longer support the import of *.obj. For this purpose you have to download the old

http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/nifskope-1.1.0-rc6-i686-w32.7z/download

I imported your files with that Nifskope version but you must have something messed up with your file, as none of the NiTriShapes has UV informations and therefore cannot be textured.

 

Anyway, it is recommended to export as 3ds. This is supported by the newer Nifskope and it has some other advantages compared to the obj format, so it keeps the vertex colors.

It is necessary to export each single mesh as a separate 3ds file and import this 3ds in Nifskope into an existing NiTriShape, else the UV informations will be lost.

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Well, I exported them as .obj thinking it would be easier to re-import them for whoever decided to help me out. But no worries, I still have the original source files, so I can just redo the process again.

I had no idea that Nifskope was capable of actual imports and conversion of files. I'll take a look at this when I get back to my computer. Thanks for the help.

 

EDIT

Yeah no, to heck with this. Nifskope just isn't a very intuitive interface to work with. I'm getting every error from 'wrong clipboard version' to not even being able to insert and link my own nodes. Here's the new batch of files, straight out of 3ds Max and imported by Nifskope, for those who feel a bit masochistic today.

 

https://dl.dropboxusercontent.com/u/41068848/cloud/what_is_life.zip

Edited by Hammerbane
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Okay ... you imported them into an Oblivion nif it seems :D. The NiHeader tells me about that. Skyrim nifs have User version: 12 and User version 2: 83, yours both have 11.

And the NiTriShapes still have no UV information at all.

I have no knowledge about 3d programs, let alone Max, but it seems you have a missing export setting that includes the export of UV informations.

 

When you have managed to fix this, please export as 3ds and/or obj file (just for testing) and upload again, without trying to import it with Nifskope.

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Alright, here are the .3ds files taken straight out of Max. No third-party tinkering or anything.

The Max exporter only offers an option to 'Preserve MAX's Texture Coordinates', so if there's no UV info now I think I'll have to resort to the .nif exporter plugin instead, although I've had limited success there as well.

 

https://dl.dropboxusercontent.com/u/41068848/cloud/set_sail_for_nif.zip

Edited by Hammerbane
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o. k. it seems as if you did not follow my advice when you imported your 3ds into Nifskope:

"It is necessary to export each single mesh as a separate 3ds file and import this 3ds in Nifskope into an existing NiTriShape, else the UV informations will be lost." ( = RTFM :tongue:)

I imported your 3ds file into blender (simple actions like this are the only I can manage in blender). Then I marked each single mesh and exported this single mesh as a separate 3ds file which resulted in a total of 7 different 3ds files for the first and 4 for the second object. I took my preferred test nif, the farmbannerpost01, copied and pasted the vanilla NiTriShapes within that nif until I had the necessary number of NiTriShapes and then imported to each of these NiTriShapes one of the 3ds files.

After this is done you should do the following in Nifskope: right click on each NiTriShape -> Face normals and -> Update Tangent Space. At last you have your new object which is textured (with the textures of the farmbannerpost of course). I hope you know how to retexture it in Nifskope to your needs.

And as I suppose that you don't know how to create a new collision for your custom objects, I made them for each nif. Uff ...

 

https://www.dropbox.com/s/3h0r0qpf6iydhvt/RTFM.7z?dl=0

 

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Oh shoot, this is great. Yeah, I'll admit I missed that line of info. Sorry :c

 

I'll note all of this down and try it for myself. Thank you so much for your help, Tamira. I'll make sure to credit you when my project is released!

 

EDIT

For future reference, the textures on the jukebox are a bit displaced, but that's fine. I've got it from here. Thanks again.

Edited by Hammerbane
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