IanPlant Posted June 1, 2011 Share Posted June 1, 2011 I would like to add this (Dray) cart i have done in 3DS in to Oblivion. http://farm4.static.flickr.com/3385/5786459947_58b5d33139_o.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted June 1, 2011 Share Posted June 1, 2011 I see you have a version of Max2010+... I do not think there are niftools for 2011(could be wrong about that)... but almost certainly no exporter for 2012 If you export as an obj, you can use nifskope to import and set up the asset. In which case there are tutorials somewhere that will help along in that. As for texturing,, Is it UVed? no point exporting it without UVing it first. Link to comment Share on other sites More sharing options...
IanPlant Posted June 1, 2011 Author Share Posted June 1, 2011 I see you have a version of Max2010+... I do not think there are niftools for 2011(could be wrong about that)... but almost certainly no exporter for 2012 If you export as an obj, you can use nifskope to import and set up the asset. In which case there are tutorials somewhere that will help along in that. As for texturing,, Is it UVed? no point exporting it without UVing it first. Thank you for that I'm using 2012 version. I did as you said and UVed it added my textures then saved it as a 3DS then imported it into NikScope and saved as nif once i had edited the texture paths. It imported ok into oblivion but the problem now is how do i stop myself walking through it ThanksIan Link to comment Share on other sites More sharing options...
Ghogiel Posted June 2, 2011 Share Posted June 2, 2011 (edited) you need to make a collision model. Basically make a very optimised mesh that will surround the whole thing, for that thing you will probably not need more than 100-200 tri. I recomend not going over 300 tri on that if you can help it. It can be made of floating geometry and does not need to be a continuous mesh. Reset Xform. collapse the modifier stack. Export that as an obj again. open any static vanilla nif with nifskope, in there you will bee a bhkCollisionObject node. you kinda do the same thing as you did getting the models geometry into the nif, but this time you are trying to replace the geometry of that rigid body node with your collision geometry. I don't think I have ever done that personally, but I am certain it can be done without problems. Once you get your geo into that, you need to copy that whole node into your wagon nif AND then make sure to set it up as the Scene Root NiNode collision object, you do that by looking in the block details of the NiNode. Then you need to make sure you have a BSX flag node. match it's value to what ever a vanilla static is. and you should be good to go. Edited June 2, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
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