lanceimbalance Posted September 27, 2016 Share Posted September 27, 2016 Hello everyone!I've been working on custom mesh, trying to make a new part (room?) for Starlight Drive In building. All modelling work was done in Blender. Then I've got 3ds max 2013x64 (well, 30-days-trial version of max that someone linked on Nif Tools thread on beth forums). Then I installed beth plugin for it. Then I've imported my mesh into max. I was doing everything step by step like it was shown in tutorial on Youtube. But when it came up to part where you pick Material and Object Type there are no options at all. Like, both options are empty. I tried exporting to NIF without picking those, but it obviously had an error saying i havent picked object type.I am litterally suffering for like two days. I tried EVERYTHING. Reinstalling Max, reinstalling Beth Exporter, re-downloading and THEN reinstalling max, running as admin, validating CK files to make sure Beth Nif Exporter installation file was downloaded correctly, running with different compatibility options (win 7, win8, win vista and servicepacks). I even tried to uninstall max, clean Windows cache from every trace of Max via RegEdit, run it with CCleaner and then install Max again with different options (with\without service packs; with\without tools and additional software). Still nothing, still empty options in CollisionGroup.I've read forums and youtube comments hoping for solution, but only suggestion for similar situations was that some guy used Max DESIGN 2013 instead of Max 2013. Which is not my case because i've checked WHAT I am downloading and REdownloading for like 10 times. Right now the power of my butthurt is so epic that I am almost melting furniture I am sitting on. Any other suggestions what i could possibly do with this plugin?And while I'm still trying to figure out how to make damn Nif Exporter work properly, I want to ask someone to take a look at my mesh and try to export it with collision. I'll put link to google drive for 3ds file (stopped on that CollisionGroup thing) and for OBJ file (needs rotatition -90 degrees on X axis when importing in MAX). I will be really happy if someone would kindly take a look at those files. Any advise or help will be very, VERY appreciated. OBJhttps://drive.google.com/open?id=0B7iw1kWntB85cHVKN1hlMEthaXc3dshttps://drive.google.com/open?id=0B7iw1kWntB85dlBTaEg0ZHZkd2s Link to comment Share on other sites More sharing options...
g2mXagent Posted December 2, 2016 Share Posted December 2, 2016 Maybe you've given up. But have you read readme.txt (in the NIF_Exporter installation directory)? Or, you need the official version of 3dsMax. Link to comment Share on other sites More sharing options...
Trosski Posted December 10, 2016 Share Posted December 10, 2016 (edited) Ok, so you're really close. I see that you have put a BSLighting Shader in your material editor in 3ds max, but you haven't assigned it to your art object.Open your slate material editor in max, and you will see the shader in the center box. on the right side of the shader rectangle is a dot. Click and drag the dot to your art object. you will need to first freeze C_object. once you have assigned the material to the art object you will need to work on the collision group. click on your utilities icon. it looks like a hammer. then click on more, and select collision group from the box.You need to select the default material. Metal, wood, cloth... whatever you want it to be made from.then you will need to set the object type as static. you are now ready to export your nif. Select all of the objects. go to file>export>Export(non native format)a window to name the file will open. in the drop down box select Gamebryo(*.,*.nif,*.KF,*.PSA...). Make sure it just says Gamebryo. if you have the unofficial nif exporter installed it will be called Netimmerse/Gamebryo.name your file, and save it. A new window will pop up, and you will want to make sure the file export script is set to PE Static Art.the default values it has should be fine, so click ok. next open your elrich.exe. It will be in you Fallout 4/Tools/Elric folder. read the readme.txt to set it up, and then process your nifthe output should be a new nif with the same name in your /Elric/Processed folder. this will be the nif you will use in game. open it with nifskope, and name your material file. this should paint your textures onto the object if you have set your material file up properly. After doing the steps I just mentioned I have confirmed that your building processes with collision, but you will need to seriously scale it up. in game it is the size of an ammo can, and I had to scale it up quite a bit to test.here is the nif. You'll need to fix the doorway though. you can't pass through it. you may want to break up the doorway into two or three box collision shapes. Edited December 10, 2016 by Trosski Link to comment Share on other sites More sharing options...
lanceimbalance Posted January 16, 2017 Author Share Posted January 16, 2017 Someone PMd me, and I rememered this topic. I've never looked there because there were no replies when I was working on that issue, and then I kinda found out a workaround.The funny thing is that I was doing EVERYTHING right. Because when I tried to install MAX and nif plugin on another PC and opened my MAX file there - it exported without any errors. The I did that Elric thing and all that - and I got fully functional NIF, with collision, impact sounds and everything. I've been playing with my NIF in game for a month or two and still no issues. The only thing that I redid was collision mesh (I reduced polycount for collision object as much as I could, since I've read that complicated collision objects may result in performance drops), but I've played with version above for some time. And it worked just fine.So my clue is that it just doesn't work on some system configs. Maybe it's Windows version that matters, or maybe something else. Dunno.And yeah, about scaling - I did my mesh so it would fit the Starlight DriveIn FBX that I've exported from Creation Kit. And then I had to rescale it for some reason when importing in game (x10 upscale if I remember correctly) Link to comment Share on other sites More sharing options...
Trosski Posted January 17, 2017 Share Posted January 17, 2017 Glad to hear you got it working. Link to comment Share on other sites More sharing options...
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