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How do you make meshes and icons???


topiz

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The search function is your friend. This has already been answered quite a few times if you'd bother looking. But, to save any more questioning...

 

Meshes: You need:

1a) 3dsmax + .nif export plugin OR

1b) another 3d modeling program that 3dsmax can import from, and someone to convert/export your mesh (yes, I can do it)

2) a good 2d paint program for making textures

3) either a lot of time to learn/practice, or a lot of experience with modeling

 

Icons: You need:

1) A 2d paint progam capable of saving to .tga + alpha channel. Make the icon, set the alpha channel to make the background transparent, save as uncompressed .tga

2) Optional: .dds plugin for photoshop, just makes the file size smaller

 

 

And this belongs in the plugins forum, team recruitment is for mod projects that are looking for members.

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Right, I'm new to the 3d game and I seem to be new to 3d terminology also... so please tell me like I'm a 5 year old....

I have download all files needed to export .nif files from 3dstudioMax.

I've gone into the program and created the most simplest of objects as a test.

I have found the 'Max Properties' list/panel/box whatever it's called and am confronted with Jargon.

I assume that these weird and wonderful options are to set WHAT properties about the object ??? What purpose do all these things server ?

.....

Anyway, me being me, just went right on to export the .nif file.

Then I placed it into the /data files/meshes directory and can't seem to find the object when in TCS.

.....

Question: What am I doing wrong? When am I going wrong? What can I do to recorfy this.

 

Note: I do not speak 3dstudiomax or anthing similar, and I can't seem to find a 3dsm dictionary which is written for 5 year olds.

 

CAN SOMEONE HELP ME PLEASE

......

 

...sitting on her muffit....

.:ged|net:.

 

(no emote, sorry)

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Ok, first, you don't use the Max Properties thing. Its nothing you need to worry about right now. Just go to file/export and choose .nif, the export plugin will load then. Use the default options and save the file in your morrowind/data files/meshes folder. Oh, and make sure your object's pivot point is centered at 0,0,0, and the pivot point is at the appropriate place (center of weapon handle, center of static object, etc). Now, in the CS, create a new item. Click the model button, and assign the model you made to it, same with icons. Your model probably isn't showing up because you have to create a new entry in the game with the model assigned before the game will recognize it.. just putting it in your meshes directory doesn't give it the game data it needs (damage, etc). Then place in the editor like any other object.

 

And since I imagine this will be the next question... www.3dtotal.com has some good tutorials for beginners.

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Hoi Peregrine

 

It worked a treat. Was unable to open the texture but I guess I have to move that also. Makes sense now, all is clear.

 

If I knew you any better I'd give you a hug :D

 

Most respectful regards

 

ged|net

www.gedye.org.uk <-- useless and worthless :D

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