gilianneke Posted February 21, 2012 Share Posted February 21, 2012 Hey guys. I used to make models for another game called Blockland, as program i used Milkshape 3D.When you made the model you needed to add Joints, one Muzzlepoint and one Mountpoint. The Muzzlepoint was used to assign where the weapon would "Strike" the player, and the Mountpoint was used to assign where the player was holding the weapon (3rd person only). The way you saw the weapon in 1st person was assigned by where you placed the weapon in the modelling program ( X, Y, and Z co-ordinates). But how does this works for Skyrim / How do you "Show" the computer where the player needs to place their hands at the weapon? And how do you show that the weapon needs to face UP and not DOWN --> By using the Y-Coördinate?? Thanks in advance! Link to comment Share on other sites More sharing options...
ghosu Posted February 21, 2012 Share Posted February 21, 2012 (edited) All those adjustmens are made in the NIF of each weapon using NifSkope, you replace an existing weapon and move it in place...so the handle and collision box are in a similar position, afaik it's no possible (yet) to recreate them. Check out the 3rd part of my tutorial in my sig, this is the process of using NifSkope. Edited February 21, 2012 by ghosu Link to comment Share on other sites More sharing options...
gilianneke Posted February 21, 2012 Author Share Posted February 21, 2012 I tought it was assigned in the Modelling program, now i know its in the NIF, THANKS!!!Time to find your tutorial and check it out / experiment using NIFskope! Link to comment Share on other sites More sharing options...
ghosu Posted February 21, 2012 Share Posted February 21, 2012 (edited) Well you can load an original weapon in the 3D modeling software as well and align you new weapon along it - i do the same but only for rough scaling and positioning...fine tuning happens in NifSkope because you can start Skyrim in window mode, edit the position in NifSkope and unequip/equip the weapon in the window so you instantly see the changes. Edited February 21, 2012 by ghosu Link to comment Share on other sites More sharing options...
gilianneke Posted February 21, 2012 Author Share Posted February 21, 2012 Nice tutorials man! I watched them but how do you get the 1stpersonsword? You took the 1stpersonsword as example for your sword and when you were done you saved it as a sword.obj. So what happend with the 1stpersonsword.obj? and whats the difference in model between the 1stpersonsword.nif and the sword.nif ? Im making a wooden stick just to test it but, i dont know how to make a 1stpersonsword.obj ....... right now i only have textures and sword.obj. Thanks in advance Link to comment Share on other sites More sharing options...
ghosu Posted February 21, 2012 Share Posted February 21, 2012 hm? I extracted a similar sword from Skyrim - meshes.bsa, you could pick DaedricSword.nif or 1stPersonDaedricSword.nif.I open it in Nifskope, select the swordcontainer by clicking on the sword and export it as obj, this obj is a template for our sword for position/rotation and scale.I open the obj in C4D, load my sword as well, scale my sword and put it into the same position, then i delete the daedric sword template obj and save my sword as obj. This Sword.obj will be imported then into my nif and 1stperson.nif , same obj for both files. The nif is the weapon when displayed in inventory or dropped, the firstperson nif is the weapon when equipped - both use the same obj. greetings Link to comment Share on other sites More sharing options...
gilianneke Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) Finally, now i understand!Thank you! Just to get it right: 1. I need to make a sword2. I need to import the DaedricSword.nif3. I scale the sword4. I export the Sword.obj5. I make the .obj a NIF6. I load my Sword (again) and the 1stPersonDaedricSword.7. I scale my Sword8. I export my Sword as 1stPersonSword.obj9. I make the 1stPersonSword.obj an 1stPersonSword.nif10. Add textures and make the file Is that right? Freundliche GruBen(Im not from germany) Edited February 22, 2012 by gilianneke Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Nah, you dont make an obj to a nif, you extract existing nif files and import your sword.obj into them.Just follow the video, there is not much room for errors :D 1. Make your Sword => sword.obj2. From the Sword you make another object for the blood texture, only the blade, => blood.obj3. Extract a similar sword, Daedric.nif or 1stpersonDaedicSword.nif, open it, extract the sword object => template.obj4. Load all objects in C4D: sword, blood, template - align sword & blood along the template to fit in size and position.5. Delete the template and save the new sizes, the sword => sword.obj and only the blade => blood.obj (not both together)6. Extract DaedricSword.nif and 1stPersonDaedricSword.nif7. Place your 3 DDS textures in Skyrim\data\textures\weapons\sword\8. Open each file in NifSkope and replace the sword and blood models with your both obj., change the texture paths and so on, do the same with both nif files, rename the nif files to Sword.nif and 1stPersonSword.nif9. Place those 2 nifs in Skyrim\data\meshes\weapons\sword\10. Import the weapon using CK...it's all in the video. greetings Edited February 22, 2012 by ghosu Link to comment Share on other sites More sharing options...
gilianneke Posted February 22, 2012 Author Share Posted February 22, 2012 Thanks for all your help. I know how it works now but i cant make the textures. Once i loaded my sword in Mudbox the whole model is black, and when i try to project it from an image, nothing happens (Model keeps black). *sigh* Thanks for everything, but im giving up. f*** MODELLING! Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Well i only know this kind of error in kombination with a low end graphic card but that shouldn't be the problem in this case since you can play Skyrim with it :D So it might be a driver problem, you could try do change the display settings in Mudbox as well, DISPLAY in the menu...you can check off various options. Edited February 22, 2012 by ghosu Link to comment Share on other sites More sharing options...
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