lycante Posted July 23, 2011 Share Posted July 23, 2011 Hopefully this is the right place to post, but I'm running out of ideas, so hey... Right... I've been working on porting an FO3 mod to NV: http://newvegasnexus.com/downloads/file.php?id=42871 Basically all done and now I'm working on improving, I need a little help though. The hammer guard clips with the hand a bit there but the gun fits so well in the char's hand, that I don't want to just move it up a bit, that'll just ruin the alignment of the finger and trigger, so the option I'm considering is fixing the model... which is not a problem, since I study design and they teach us to model and everything. My problem is that after exporting the model via nifskope, importing in 3ds max 2010 with textures and everything, I have no clue what to do next. Model is fixed, but I don't know how to import it back into nifskope. It loses textures and I have no clue how to reapply them. So basically, I have no clue how to add textures in nifskope, or if there is a way to integrate textures into the exported model from 3ds max... Would someone help a bit? And sorry if this is the wrong place to post... I'm just running out of options and I really want to make this work. Link to comment Share on other sites More sharing options...
razzy1319 Posted July 23, 2011 Share Posted July 23, 2011 (edited) Export from 3DS Max as .OBJ then File>Import it to NifSkope There are some good tutorials over in FO3 Nexus what to do next. Usually, you have to get a similar model (or the one that you want to replace) that is already in the game, open that up in NIFSKOPE to (you can open multiple instances of NifSkope) and basically copy and paste over mesh data(kinda specific though so you better be careful) and texture data ( both usually contained in NiTriStrips, explore NifSkope for a few minutes and you can find it under BSFadeNode, just click those tiny triangles to open up the trees.) As I said above, once you find NiTriStrips, open up the BSShaderPPLightingProperty and you will find BSShaderTextureSet. Highlight that by clicking it and the Block details should show some you the existing textures. Sometimes though the textures wont show up, there are a number of reasons for this. Sometimes its nifskope's renderer. sometimes there is a collision model hiding it. Cant find that tutorial right now though. Sorry. Edited July 23, 2011 by razzy1319 Link to comment Share on other sites More sharing options...
lycante Posted July 23, 2011 Author Share Posted July 23, 2011 (edited) Usually, you have to get a similar model (or the one that you want to replace) that is already in the game, open that up in NIFSKOPE to (you can open multiple instances of NifSkope) and basically copy and paste over mesh data(kinda specific though so you better be careful) and texture data ( both usually contained in NiTriStrips, explore NifSkope for a few minutes and you can find it under BSFadeNode, just click those tiny triangles to open up the trees.) I tried that before. I get this: http://img.photobucket.com/albums/v632/ag0nyfoto/error.jpg And I'm like... what? EDIT: Alright, I finally did it. The way it worked was... I exported the gun piece by piece (As in slide, body, clip, hammer, trigger), then started adding the parts to the original .nif one by one, copying every branch from the original parts into the new ones that I modeled. That worked fine! The error above was when I tried to copy from a second instance of NifSkope where the original .nif was loaded. Edited July 23, 2011 by lycante Link to comment Share on other sites More sharing options...
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