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FREE NIF - FILES?


Pinheadius

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Where can i get free NIF - files to use them in the G.E.C.K.???

Nothing speacial, just furniture and optical stuff, like sculptures ect...

 

I only found hundreds of sites which offer millions of free 3DS - files. Is there a way to convert "3ds" to "nif"? or "max" to "nif"?

 

Does any game (like team fortress 2, garry's mod, starcraft 2, warcraft 3...) using NIF - files?

 

Is it allowed to put NIF's from "Oblivion" into "Fallout NV" and upload the plugins?

 

I have really no idea.

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Where can i get free NIF - files to use them in the G.E.C.K.???

Nothing speacial, just furniture and optical stuff, like sculptures ect...

 

I only found hundreds of sites which offer millions of free 3DS - files. Is there a way to convert "3ds" to "nif"? or "max" to "nif"?

 

Does any game (like team fortress 2, garry's mod, starcraft 2, warcraft 3...) using NIF - files?

 

Is it allowed to put NIF's from "Oblivion" into "Fallout NV" and upload the plugins?

 

I have really no idea.

 

 

If you go to nifscopes main site there are plugins for blender/3ds max etc so you can import/export nifs

http://niftools.sourceforge.net/wiki/NifSkope/Mesh_import_export

 

As for putting vanilla nifs from one game to another then uploading to nexus far as I remember no you can't, best to check the rules section before uploading things :)

 

Best Regards

Vampessa

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Good news for you though. Google Sketchup has a ton of free open source models. I have a tutorial on converting sketchup files to nif format.

 

I have made about 30 different furniture pieces so far, making everything from scratch in google sketchup . I am not releasing the pack until after my mod is done, which may be a while.

SKUP to FNV

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Ok so i have downloaded all of the programms and i have created one simple chair in sketchup.

 

I exported it as a "dae" - file now i want to import it into "bender" (for what do i need bender? just to export it again) that i can export it to a "3ds"-file that i can import it to "nif-scope" and export it as a "nif" - file, did i get this right?

 

Actually "bender" will not let me import a "dea" - file because it says that i need the full version of "python", i downloaded this version:

 

http://www.python.org/download/releases/3.1.2/

 

What did i wrong?

 

For "nifscope" i downloaded this:

http://www.fallout3nexus.com/downloads/file.php?id=2086

 

Can someone tell me the steps between those progs to finally get an object from a "dae" - file all the way to a "nif" - file? Just the easiest way, from creating a chair for example in "sketchup" and getting this chair then all the way into the GECK.

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Files you will need -

Google Sketchup - http://sketchup.google.com/

GIMP (or photoshop) - http://www.gimp.org/

GIMP DDS plugin - http://registry.gimp.org/node/70

7-zip (or any unzipper) - http://www.7-zip.org/

Blender 2.49 - http://www.blender.org/

Python 2.6.6 - http://www.python.org/

PyFFI 2.1.5 - http://pyffi.sourceforge.net/

Blender nif plugin 2.5.5 - http://sourceforge.net/projects/niftools/files_beta/blender_nif_scripts/2.5.x/

Nifscope - http://niftools.sourceforge.net/wiki/NifSkope

Geck - http://fallout.bethsoft.com/eng/downloads/geck.html

and of course FNV - http://fallout.bethsoft.com/eng/games/fnv-overview.html

 

 

Python 3.1.2 won't work with the PyFFI and the nif plugin for Blender. You need the 2.6.6 version.

 

 

Blender is used mainly just to export again. On the tutorial make sure you watch the other video I uploaded. It goes over a step I have discovered that may be necessary to do in blender.

 

 

So Basically,

 

1. Create the object in SkUp

2. Texture your object with any texture.

3. Export the file as a KMZ file

4. Rename your filename.kmz to filename.zip

5. Unzip the filename.zip

6. In blender, Import the file as a Collada 1.4 (dae) file.

7. (optional) Group like objects

8. under the editing tap on each object unclick the double sided box under mesh.

9. Create a box and resize the box exactly where you want your object to have collision

10. With the box selected, under the object tab. Set Drawtype to bounds, and Draw extra to wire

11. With the box still selected, under the logic tab. Click bounds, then Change the collision type to that you want it to look like. If there is only one box using the box option is best.

12.Click Add Property. Change Float to String. Change Prop to HavokMaterial. Change the last box to HAV_MAT_WOOD, or HAV_MAT_STONE, or something of that nature.

13.Click a view window, and press A until everything is selected. Press CRTL + A. and select Scale and Rotation to ObData.

14. Now export the file with filename.nif

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Blender is used mainly just to export again. On the tutorial make sure you watch the other video I uploaded. It goes over a step I have discovered that may be necessary to do in blender.

 

 

So Basically,

...

9. Create a box and resize the box exactly where you want your object to have collision

 

I browsed through help, i found under "scaling" or "size" nothing that works, when i press "s" and try to resize the mesh-box

nothing happens, i press LMBT or ENTER, but nothing happens.

 

BLENDER HELP

...

...

14. Now export the file with filename.nif

 

When i try to export the file it says this:

http://www6.pic-upload.de/16.11.10/kirvem8twql.jpg

But i have prssed STRG+A and selected "scale and rotation to object data"

 

Really great tutorial video!

I kneel before thou great master of the modelling, please share your wisdom with me ;)

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