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Nifskope and 3ds max problems


Jenqui

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Im running 3dsmax 9 32bit on vista, ive downloaded and installed niftools and nifskope latest versions, extracted the .bsa files into a oblivion unpacked folder, added the mesh and texture paths to nifskope and I can import all the oblivion models into 3ds max. The problem is that none of the textures will show up, in the modding tutorial it says that once ive done all the steps the models will be textured after import, ive done the steps and they arnt :wallbash: Any uber modders able to point out my stupidity and tell me how to fix it?

:thanks:

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added the mesh and texture paths to nifskope and I can import all the oblivion models into 3ds max.

 

Not sure, since I use Blender, but I would think you might need to tell 3dsMax where the textures are too .. unless 3dsMax can read the nif to get the path.

 

I don't see the rendered texture inside Blender. I use nifskope for that.

 

A *.nif file should already have the texture path set inside the file, so when nifskope loads a nif it will appear textured (if the dds exists). If it's not already set, you can set the texture path with nifskope. (but you already know that) ...

 

 

 

:)

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Well, I use Blender 2.45 that does not support rendering of DDS files. I have to convert the DDS files to PSD and then tell Blender to open the PSD files and then change the UV's to use the PSD images before I can see textures on the models.

 

The nice thing about export through NIF Scripts is that it automatically converts the extension in the texture path from PSD to DDS which means I don't have to make any changes in NifSkope for the textures. ;)

 

I am not familiar with 3ds Max but you might need to do something similar unless 3ds Max supports reading and displaying DDS (Direct X) images.

 

LHammonds

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I am not familiar with 3ds Max but you might need to do something similar unless 3ds Max supports reading and displaying DDS (Direct X) images.

3dsmax does support DDS. it's likely an issue with how things are setup at import and where the extracted files are located. The easiest solution is to just ignore all this, make a material with a bitmap diffuse, and link it to the texture you want to apply to the object. You should then see the textures within max. When it comes to exporting, worst case is that you'd have to fix the texture path in nifscope, which you'd have to do anyway if you aren't linking to a texture in your actual data folder initially. What is imported doesn't matter, it's what is exported that makes all the difference.

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