lop997 Posted June 17, 2016 Share Posted June 17, 2016 Could anybody tell me step by step how can i get my models from blender to geck with no problemsI really tried soo many times to get it to work but nothing its soo annoying,i just cant get it to work Link to comment Share on other sites More sharing options...
lop997 Posted June 17, 2016 Author Share Posted June 17, 2016 Creating mods is suffering Link to comment Share on other sites More sharing options...
clanky4 Posted June 18, 2016 Share Posted June 18, 2016 Static or creature or armor or weapon or animated static or what? Link to comment Share on other sites More sharing options...
lop997 Posted June 20, 2016 Author Share Posted June 20, 2016 Weapon i mean and static Link to comment Share on other sites More sharing options...
KiCHo666 Posted June 20, 2016 Share Posted June 20, 2016 Check this out:http://niftools.sourceforge.net/wiki/Blender Link to comment Share on other sites More sharing options...
clanky4 Posted June 20, 2016 Share Posted June 20, 2016 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. Link to comment Share on other sites More sharing options...
lop997 Posted June 21, 2016 Author Share Posted June 21, 2016 Ok do you have any links to the nif script you are using ? cant find it anywhere Link to comment Share on other sites More sharing options...
lop997 Posted June 21, 2016 Author Share Posted June 21, 2016 nevermind got it Link to comment Share on other sites More sharing options...
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