Ghogiel Posted November 18, 2011 Posted November 18, 2011 oddly I can import over an Nitrishape in f3 versions and still get UV it looks like... but importing it into the actual root node no worky.
runestyr Posted November 18, 2011 Posted November 18, 2011 On 11/18/2011 at 6:49 AM, throttlekitty said: Sorry for the instructions not being newbie friendly, but for brevity I'm assuming the reader has some proficiency in NifSkope. I don't mind that. Effort stretches the mind. But I would like to know which tools work to extract the BSAs, so we can get some graphics mods started. I already gather from the discussions that the Fallout 3 NifSkope works (sort of) to view the NIFs?
Ghogiel Posted November 18, 2011 Posted November 18, 2011 I use FOMM to extract from the BSAs. I think other extracts do work as well... :unsure:
Deleted2039153User Posted November 18, 2011 Posted November 18, 2011 Just wanted to say that you're doing awesome work cracking these new changes to the files, throttlekitty. Both myself and I'm sure a bunch of other folks really appreciate the effort.
throttlekitty Posted November 18, 2011 Author Posted November 18, 2011 On 11/18/2011 at 10:25 AM, runestyr said: On 11/18/2011 at 6:49 AM, throttlekitty said: Sorry for the instructions not being newbie friendly, but for brevity I'm assuming the reader has some proficiency in NifSkope. I don't mind that. Effort stretches the mind. That was left over from the failed skinned mesh workaround tutorial, whoops. On 11/18/2011 at 12:23 PM, AlphaDragoon said: Just wanted to say that you're doing awesome work cracking these new changes to the files, throttlekitty. Both myself and I'm sure a bunch of other folks really appreciate the effort.Thanks! On 11/18/2011 at 10:13 AM, Ghogiel said: oddly I can import over an Nitrishape in f3 versions and still get UV it looks like... but importing it into the actual root node no worky.Oh, good find, I tried that with a Sky nif and it works fine. -importing over an existing TriShape that is.In the ShapeData, it adds vertex colors if the model had them to begin with, but the data was the wrong size in my tests. Hitting 'refresh' or flipping them to off works. Also, BS Num UVS Sets needs to be set to 4097 in order to do the Update Tangent Space spell.
throttlekitty Posted November 19, 2011 Author Posted November 19, 2011 w00t! Finally got bhkCompressedMeshShapeData decoded. That one was a lot of work, and so many unknowns!. One small snag, is that I can't get NifSkope to propery parse one particular line.arr1="((Num Data Set * 2) - 1)"I can do either the *2 or the -1, but can't get it to do both.
007aaa1 Posted November 19, 2011 Posted November 19, 2011 I'm probably going to look like a complete idiot, but I'm simply trying to get a model from this game to do a 3D print on, never touched a modeling program in my life. I got this far, but as soon as I import it into blender the model loses it's smooth edges. I'm either 1. Completely missing a button that fixes this or 2. You've already addressed this problem in this thread (which I've read all of and understood half of) and I cannot understand the terms you are using. Example pic below. :biggrin: http://i43.tinypic.com/im2r7a.png
Nadimos Posted November 19, 2011 Posted November 19, 2011 (edited) Gratz throttlekitty! @007aaa1Try and look out for something called "set smoothing", that should do the trick i think. Edited November 19, 2011 by Nadimos
TwiggySkyrim Posted November 19, 2011 Posted November 19, 2011 Is it possible to edit the UVW mapping of nif files yet and import them back into the game? There seems to be a lot of armors with overlapping sections on UVW maps so it limits what you can retexture.
007aaa1 Posted November 19, 2011 Posted November 19, 2011 On 11/19/2011 at 8:40 AM, Nadimos said: Gratz throttlekitty! @007aaa1Try and look out for something called "set smoothing", that should do the trick i think. Thanks :biggrin:
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