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MAX 2013 export tool


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Trying to create something with collision, just to get the understanding of the process. Apologies for the very detailed steps.

 

What I do

 

P.1

Open max 2013

Create box of 24x32x2 called c_letter. Convert to poly and make sure it's at 0,0,0 for convenience.

Create text Arial black, 64 size, called LargeLetter.

Set text to A.

Rotated 180 Z and 90 X

Extrude for 4

Move to 0,-2,0 to correspond with collision box.

Convert to poly.

 

P.2

Open material editor.

Get material (G)

Double click BSLightningFX

Click on Load, select Materials\interiors\RedRocket\RedRExt07.BGSM as my material

Drag and drop new material on text poly (materials remain white, not sure why they don't render)

 

P.3

Select c_letter

Press Select and Link

Link c_letter to LargeLetter

 

P.4

Select both, go to Havok Content Tools menu, Physics>Create rigid body with proxy(s)

Select LargeLetter, set weight to 100

Select c_letter, give it a box collision (it's convex shape for some reason when first created)

Go to Tools, More, d-click CollisionGroup

Set Default Material to MetalLight and object type to Static

Apply to selected

 

P.4

Select LargeLetter

Export as .nif <etc> as A.nif to Desktop/Export/Meshes

Open Elric.exe (it is properly setup)

Click Convert, select A.nif.

Open A.nif with nifskope to check structure tree

 

THIS is what I get. Why?

 

If at P.4 I Select both objects again before applying CollisionGroup, I get same thing. If I apply the material to both objects, I get same result. I know it works, I was able to get some working nifs at one point or another.

There's obviously the issue of having materials actually load and show up, even if it would be incorrect. I can't unwrap if I can't see what I'm doing.

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Shouldn't you convert back to mesh too before exporting? Was trying this today too and got some results. But nifskope complained a lot about wrong arrays or so. Will experiment more later today.

 

Also I wonder about the practical workflow for this. I can import nifs fine with materials and all in 3ds max 2016. Not in 2013. But can't use the CK tools in 16 only 13. Only way is to export as fbx from CK and import to 13. Do the collision export and merge with old static with bad collision by copy paste in nifskope. Seems very impractical to me. Is there a better way?

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You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod.

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  • 1 year later...

Does not work with 2016 version, And the losers that designed this BS software make it so you can only download such and such old software (Earliest is 2015 on OFFICIAL WEBSITE), Maybe someone can create a .nif converter that ACTUALLY works. I can make models for Skyrim fine but god forbid I try this crap with Fallout Friggen 4. I swear Bethesda pulls this goddamn s*** on purpose with Paid Mods being released. Even Elric stopped working, and Archive2 stopped working COMPLETELY. The perfectly sound .nif converter stopped working in the last year. MONEY MONEY f***ing MONEY

Edited by Bloodhuskey77777
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You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod.

ADD COLLISION WITH WHAT SOFTWARE. I TRIED 3DS MAX 2015, 2016, 2018, DAMN BLENDER, MAYA, SKETCHUP. NOTHING WORKS

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You either design in 2013 completely, then export as nif, convert with Elric, add to mod via CK or edit, or do the base work in 2016, export fbx, add collision, export as nif, convert, upload to mod.

ADD COLLISION WITH WHAT SOFTWARE. I TRIED 3DS MAX 2015, 2016, 2018, DAMN BLENDER, MAYA, SKETCHUP. NOTHING WORKS

 

 

It's clearly stated max 2013. Depress your caps lock and open your eyes.

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