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From blender to geck export help


lop997

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As Kicho has stated you will need a specific version of Blender, 2.49, the niftools, and nifskope.

 

With all that in mind I'm just going to assume that you blender properly set up and have a mesh prepped and ready to go. In this example I'm going to use E-5 blaster mesh using the laser rifle as a base.

 

So the mesh is more less set and scaled as good as I care to make it so we are going to export it. Click the file menu, the export button, and finally the netemmerse/gamebyro (nif, kf, kfm) button.

 

http://image.prntscr.com/image/9837aa73a78040718426345f6c2a393f.jpg

 

Choose where you want the file exported to. Then on the file export screen select the game you are exporting it for, in this case fallout 3. Press the Restore default setting for selected game button. Since we are exporting a weapon under Collision options click the Weapon button and shader options click Default. I've also heard you are supposed to have Shadow Frustum selected. I haven't noted that selecting it causes issues.

 

http://image.prntscr.com/image/66c2c2bd5d8d450989a88da882f74048.jpg

 

Ok so now we have the nif exported, in the example i saved it as mygun.nif. So now lets open mygun.nif in nifskope as well as a "clean" nif of a laser rifle, in the example i used e_5 blaster.nif, and copy our new mesh over to the "clean" nif.

 

In the mygun.nif file Right click on your mesh and click the Block button and the Copy Branch button.

 

http://image.prntscr.com/image/6765423a69e64abd97e20cc37e48d759.jpg

 

Then in the e_5 blaster.nif file Right click on the base node, LaserRifle, and click the Block button and the Paste Branch button.

 

http://image.prntscr.com/image/356af5618c4b45a4b66d4d5344ea0dcb.jpg

 

Then change the numbering of the newly pasted mesh to match the number of the original weapon, in this case 19, by double clicking on the the mesh's value column in the Block List.

 

http://image.prntscr.com/image/819716a05eac42119c627323444c2678.jpg

 

Then delete the original mesh by Right clicking on it and click the Block button and the Remove Branch button. And finally save your nif as mygun.nif, or whatever you want to call it.

 

http://image.prntscr.com/image/84164321f7004ab59132675fefa38e2c.jpg

 

And there we go, it should show up in the geck.

 

http://image.prntscr.com/image/37da09d025424ce0a6d3db2906e59b80.jpg

 

Of course this doesn't really go into any texture related things. Which the best bit of advice i could offer there is to remember to save a dds files WITH mipmaps. Took me oh so long to figure that out.

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