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I really hate nifskope.


CausticRKS

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Okay, well... I can model, texture, make modular pieces for "dungeons", and have plenty of knowledge to help with making game pieces, weapons, etc...

 

HOWEVER...if nifskope wasn't such a pain in the arse, I'd probably have a few location mods with 3D models and textures done from scratch floating around the Nexus.

 

Replacing models and texture maps, and updating the physics/collision parameters...not hard for me at all.

 

The problem is, there doesn't seem to be any tutorials out there that I know of, that don't involve opening up an existing file and replacing things.

 

Why can't I just start from scratch? Like...just open up nifskope and start importing obj files. Without opening anything that is already set up. It's just confusing when you've got objects that have all this unique extra data floating around in the tree that I probably don't need.

 

If there's a tutorial showing how to start on a fresh slate, please! LINK ME.

 

I hope someone understands what I'm trying to say :P It's just easier to organize stuff that way.

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I'm using Maya. I export to obj and import to nifskope. Never ran into problems getting models and textures to show up in the game itself. It's just annoying to run into problems because of information that is already stored for certain objects. The problem I currently have is i've imported a bunch of obj.s for the side of a wall, but the only parts that showed up in the GECK when I opened the NIF file, were the three main pieces that i used to replace the vanilla parts(the wall, ceiling, floor). The rest of the pieces I wanted to incorporate are in the file, but they wont show up once I've opened them up in the GECK. Only the parts I replaced that were already present in the original file did. I'm assuming I have to link it all together somehow. Edited by Deadspine
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Aye, I use 3ds Max, so I don't know much about Maya lol. In 3ds Max, and it's just 'Create copy of mesh, apply collision modifier, export as a .nif, and fix shader flags in nifskope' and I'm done. I don't switch out parts or anything. I know Maya doesn't receive a lot of support when it comes to nif files though, but the only thing I can really suggest is see if there's current nif-support for your version of Maya. Sorry I can't be of more help though, hope you do find someone who does use Maya. As someone who's currently making an exterior building resource myself, I love when other people make level design resources. :thumbsup: Edited by jhardingame
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Armors stay in the .Nif they were made in. You use Nifscope to clean it afterwards, kind of setting it up. Weapons an Statics most of the time you will end up with a dirty as all heck .Nif, so you go get a vanilla mesh that is similar, then you switch the Nitrishape or Nitristrip data from dirty to clean, fix the textures, adjust materials. Done... You might have to end up updating the array on bi-normals an tangents inside the data but there's not much else. You can copy Strips an paste them over Strips, an Shapes over shapes. That's pretty much all it's good for. You can also set up materials which allow transparent parts of the texture to carry on to the shape, which you just open two side by side, then set your settings to a mesh that already had that done (or meat caps). You can set texture paths all together if you view blocks in list an adjust the collum just right you'll see Set an everything else will end with ... makes it easy to skin something with 16 textures. You can set shaders, mostly done on armor. Then theres a few flags you adjust under the shader. You just need to use it more, nifscope is a peach, just use it more. Nifscope is pretty useless without something like blender. The Maya an 3DS stuff is great, but is it great for FO3?

 

See clean pasting in create a sword at Nexus Wiki in the nifscope section Here

Edited by GrindedStone
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I'm using Maya. I export to obj and import to nifskope. Never ran into problems getting models and textures to show up in the game itself. It's just annoying to run into problems because of information that is already stored for certain objects. The problem I currently have is i've imported a bunch of obj.s for the side of a wall, but the only parts that showed up in the GECK when I opened the NIF file, were the three main pieces that i used to replace the vanilla parts(the wall, ceiling, floor). The rest of the pieces I wanted to incorporate are in the file, but they wont show up once I've opened them up in the GECK. Only the parts I replaced that were already present in the original file did. I'm assuming I have to link it all together somehow.

 

Last time I checked for Maya 2010 there was VERY little support. That's the downside to maya. There's not much support of any kind, not even for Mel/Python scripts. I don't know why, but... that's what you get for taking high school classes back in the day for 3D. You get used to the programs that are far more annoying in comparison. I have blender here at home but so far I haven't really needed it. And I can't stand blender, but it's free and takes far less time to set up. xD I think it's awful though. The only time I touch it, is if I REALLY need to. I don't even bother rotating or any of that because i manage to screw something up. Lmao. I just get in, export whatever I need to, and get out. Before my brain explodes.

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Awe don't start that. If I had to use 3DS or Maya I would hate it too.

 

I LOVE using 3ds Max, which actually does receive support. I've used both Blender and 3ds Max to mod, and I'd go for 3ds any day.

Edited by jhardingame
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Awe don't start that. If I had to use 3DS or Maya I would hate it too.

 

I LOVE using 3ds Max, which actually does receive support. I've used both Blender and 3ds Max to mod, and I'd go for 3ds any day.

 

I keep hearing great things about Max. And yeah...LOTS of support from that community. So many resources and plugins, etc. My instructor in college told me I'd probably like using Max, because of its..."exactness". Maya SUCKS with extrude operations. It is terrible, even now with 2012. Max however, is closer to CAD-based programs. So you get a lot more control over what happens when you are shooting geometry in all sorts of directions xD

 

By the way...I figured out my problem. I think when I was Pasting the branch of an object, i wasn't pasting it in the right place, resulting in things simply not showing up. I also made sure this time that I had two nifskopes open. I guess it's even worst to attempt switching everything over using only one nifskope window. Now I can get back to working :D Thank a lot for the help guys. :)

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Great. You two highfalutin city boys can just wander over to

 

NEXUS 3DS Max Forum

 

And

 

NEXUS Maya Forum

 

 

I'm sure you'll like it more than herez in tech support/mod trouble shootin.

Blender Forum started too, but more folks use that, so it's got more in it.

Yall get those going an it will be fun there.

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