Hawkz0r Posted September 23, 2006 Share Posted September 23, 2006 I made a sword, based on The Bloke's Uruk-hai sword.My intention was to use this for personal use only, but it turns out i need help.Its my first shot at 3DS MAX and first time modeling.The swordmod ( click here ) is not textured yet and is as bugy as hell (the rar contains the .max and .nif file).I need sombody to look at this and tell me what i did wrong, how i can avoid that in the futur etc etc. so if some of all the modders here has a bit of spare time, can you look at this for me please? -Hawkz0r edit: o and maybe fix it for me, that would be sweet Link to comment Share on other sites More sharing options...
Hawkz0r Posted September 24, 2006 Author Share Posted September 24, 2006 I found one one the things i did wrong, i first exported to .obj then to .max and then back to .obj and then back to .nif ... this gave a litle problem ^^ now i have my model mod, i dont know how to get it into oblivion exept for overwriting mods/existing swordsand even if i do, when it is on the floor i cant pick it up and it hoovers a few feet of the floor Link to comment Share on other sites More sharing options...
GBHis Posted September 24, 2006 Share Posted September 24, 2006 You need to learn some nifskope-hacking. The article "Finessing Physics" at the wiki tells you pretty much what you need.When you've got the nif all done, with collision and all, just send a PM. I can put it in a mod for you. (Or better, teach you how to do it yourself ;)) Link to comment Share on other sites More sharing options...
Hawkz0r Posted September 24, 2006 Author Share Posted September 24, 2006 o, thanks ^^ now what i did now is make a model based on 1 swordmod so it takes those texturesthen i took an other swordmod that i didnt like, changed it with my .nif (no problem if i have it in my hands ^^)and replaced the original textures of the swordmod its based on (otherwise i get purple texture) all that to just see if its working ^^ well it works ^^ as for the Finessing Physics ... i think im gonna leave modding and modeling to the pro's ^^but i kinda want this sword to work edit: http://rapidshare.de/files/34261453/mysword.rar.html for the nif and 2 dds files Link to comment Share on other sites More sharing options...
SickleYield Posted September 24, 2006 Share Posted September 24, 2006 as for the Finessing Physics ... i think im gonna leave modding and modeling to the pro's ^^but i kinda want this sword to workedit: http://rapidshare.de/files/34261453/mysword.rar.html for the nif and 2 dds files It's not that complicated. You just copy your .nif into the original sword's .nif and delete the original. (You might have to delete two things if the original has a sheath you're not using.) Then you click on the node that says "scene root" (should be 0 or 1) to expand it and find the list that says "children," then click on that to expand it. Since you deleted the original, there should be an item in the list that says "none." Now find the number of your mesh's node (18, 36, whatever) and type it instead of "none." Your sword should now appear inside the collision boxes. Save the nif as the name of your sword instead of the original. You should now have a sword with physics, though it may poke out of the collision shapes (they look like orange wireframes) a little. For this to work without moving the sword around all over the place, you need to place the original mesh in the right location before you export it. The easiest way to do this is to import the original you tweaked it from into your file in Max, position your new sword to cover it exactly, and delete the old one. You might have to apply size and rotation, I'm not sure if you have to do that in Max or just in Blender (which is what I always use). I personally never ever try to make all new collision shapes. I prefer to spend that four hours making models instead. Link to comment Share on other sites More sharing options...
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