Jump to content

Beginner modder has 3ds Max question


erc1971

Recommended Posts

I am looking to get my feet in modding by making a few changes to some already existing animations for my own personal use. I got my hands on 3ds Max 2011, but I can't figure out what importers, etc. I need to open .kf files. In addition, I heard I need special software to save the files back in a format Oblivion can use.

 

Can anyone help me with the list of software I need?

 

Thanks,

Eric

Link to comment
Share on other sites

I am looking to get my feet in modding by making a few changes to some already existing animations for my own personal use. I got my hands on 3ds Max 2011, but I can't figure out what importers, etc. I need to open .kf files. In addition, I heard I need special software to save the files back in a format Oblivion can use.

 

Can anyone help me with the list of software I need?

 

Thanks,

Eric

 

Installed it. Said it could not find a valid .ini for it. However, it still let me choose .kf files to import. Upon trying to import them I get: Improper File Format.

 

Eric

Link to comment
Share on other sites

I'm interested in this too. I have a subscription to Autodesk software, one of which being 3ds Max, and I always have the new version. I don't have any licenses for older versions because subscription licenses only last a year, then you get a license for the new product. The point of all this is it would seem that the plug-ins for max are all for older versions. What I infer from this post is that you got the plug-in to work with 3ds Max 2011. Could you confirm this?

 

Thanks.

Link to comment
Share on other sites

I am looking to get my feet in modding by making a few changes to some already existing animations for my own personal use. I got my hands on 3ds Max 2011, but I can't figure out what importers, etc. I need to open .kf files. In addition, I heard I need special software to save the files back in a format Oblivion can use.

 

Can anyone help me with the list of software I need?

 

Thanks,

Eric

 

Installed it. Said it could not find a valid .ini for it. However, it still let me choose .kf files to import. Upon trying to import them I get: Improper File Format.

 

Eric

 

Found the .ini in an older version just as you said and it installed fine, removing the pop up. However, I am still getting the improper file format error when I try to import a .kf file. I heard mention of having to load a skeleton first in order to open the .kf properly. How is this done?

 

Thanks again,

Eric

Link to comment
Share on other sites

Guys, what version of 3ds max are you running? From what i remember the nif plugin only works on 2009 and below, and the latest version is only for 2011 64bits.

 

Ive found another solution which is to install blender and export the nif files to a 3ds max file, then later import it back to nif with blender.

Edited by rgx02
Link to comment
Share on other sites

Guys, what version of 3ds max are you running? From what i remember the nif plugin only works on 2009 and below, and the latest version is only for 2011 64bits.

 

Ive found another solution which is to install blender and export the nif files to a 3ds max file, then later import it back to nif with blender.

 

I am running 3ds Max 2011 x64. So far what I have found is the plugin's latest version (3.4.2) has files up to 3ds Max 2009 x64. I haven't found any for 2011. If you read my earlier post I was trying to confirm that a version of the plugin worked with 2011 x64.

 

I guess if all else fails, how well does the export to blender then to nif method work? I have had trouble in the past when exporting to blender. My mesh topology got all screwed up.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...