3AMt Posted April 13, 2018 Share Posted April 13, 2018 Hi there,I have around 50 new Tree models I want to release as modders resource. The only problem is I can't get them into the CK as the won't show up.I have tried with nif plugins and the BSG Tools but none of them worked. It was very easy in other games and never has been a problem. But in Fallout 4 it simply won't work what ever I do.And I don't understand why. Seeing so many mods with custom meshes it can't be that hard. So please someone enlight me on the process. It looks OK in nif Skope, but as soon as I try loading it up in the CK it eather crashes or it shows up very wrong with messed up textures.Can somebody please tell me how to export Objects from 3ds max to the game? I use 3ds max 2013 64bit. In Nif Skope: http://oi64.tinypic.com/207aoad.jpg An messed up in the CK.:http://oi66.tinypic.com/4sgtx0.jpg Please help! Link to comment Share on other sites More sharing options...
kitcat81 Posted April 13, 2018 Share Posted April 13, 2018 I have not seen any vanilla files using NiTriShape. You can look at vanilla nifs (File - browse archive - Fallout 4 meshes Ba2 ) to check how it should look. I recommend you to read Stuyk tutorial (google - Converting 3D Model Files to nif Stuyk Programming). it's very simple and well written, I was able to use it even thouh it was the second time I used 3ds max in my life. Link to comment Share on other sites More sharing options...
3AMt Posted April 13, 2018 Author Share Posted April 13, 2018 (edited) I have not seen any vanilla files using NiTriShape. You can look at vanilla nifs (File - browse archive - Fallout 4 meshes Ba2 ) to check how it should look. I recommend you to read Stuyk tutorial (google - Converting 3D Model Files to nif Stuyk Programming). it's very simple and well written, I was able to use it even thouh it was the second time I used 3ds max in my life. I've done everything as shown in the tutorial several times. But my Objects show up like on the screenshots, or the CK crashes right away. Sadly it only says "File -> Export -> Gamebryo Format" without giving any details on the settings. Also it is for an clutter object with physics while I want to have a static objects with leave animations at best. best would be to get the nif tools to work as I've used them in all other games. I also noticed that the objects have some strange rainbow colored shine. Edited April 13, 2018 by 3AMt Link to comment Share on other sites More sharing options...
kitcat81 Posted April 13, 2018 Share Posted April 13, 2018 When you choose Gamebryo, give your file some name and and hit ok . A window with settings should pop up. If it does not, you either missed some steps or maybe the program/plugin is not properly installed. 3ds max must be on the C drive to work with the CK plug-in. You can get nif tools, the only limitaton with the non official plug-in is that it can't export collisions. Link to comment Share on other sites More sharing options...
3AMt Posted April 13, 2018 Author Share Posted April 13, 2018 When you choose Gamebryo, give your file some name and and hit ok . A window with settings should pop up. If it does not, you either missed some steps or maybe the program/plugin is not properly installed. 3ds max must be on the C drive to work with the CK plug-in. You can get nif tools, the only limitaton with the non official plug-in is that it can't export collisions. At least the objects don't crash the CK, but there still is this strgane shine on them. Is there any way to create new materials. (Not textures) as I think it needs some custom Materials (BGSM) too(?) Link to comment Share on other sites More sharing options...
kitcat81 Posted April 13, 2018 Share Posted April 13, 2018 When you choose Gamebryo, give your file some name and and hit ok . A window with settings should pop up. If it does not, you either missed some steps or maybe the program/plugin is not properly installed. 3ds max must be on the C drive to work with the CK plug-in. You can get nif tools, the only limitaton with the non official plug-in is that it can't export collisions. At least the objects don't crash the CK, but there still is this strgane shine on them. Is there any way to create new materials. (Not textures) as I think it needs some custom Materials (BGSM) too(?) Do you get it as BSTriShape or BSMeshLODTriShape now? Normally you should not get it as NiTriShape. About materials ...You need to create textures and then save it as .dds files. It's better to use some tutorials for this, specular and normal maps must be saved in another file format .I use 3dc for them . You can use Intel and Nvidia plugin + Photoshop or Gimp with dds plugin. I've also read that it's possible to use Elrich to convert textures, but I did not try this myself. It's not necessasy to create BGSM unless you want to use some additional settings. BGSM is just a set of textures united in one file that allows to use material swaps. It's possible to edit or create BGSM files with Material Editor (mod). Link to comment Share on other sites More sharing options...
3AMt Posted April 13, 2018 Author Share Posted April 13, 2018 (edited) As BSTreeNode and NITriShape. Since that is the only one showing up in game & not resulting in a total crash. Whatever settings I use, its allways a NITriShape. Thanks for the info on the Materials. I have testures ready and everything to make them. Just was wondering what the materials are doing. Edited April 13, 2018 by 3AMt Link to comment Share on other sites More sharing options...
kitcat81 Posted April 13, 2018 Share Posted April 13, 2018 Weird. Do you have the Skyrim CK installed too? Maybe 3ds max just uses the Skyrin plu-in instead of FO4 plug-in. Though I'm not familiar with their mechanics , but I believe you should not get the NiTriShape blocks with FO4 plug-in and proper settings. Anyway, good luck with your work. Link to comment Share on other sites More sharing options...
payl0ad Posted April 14, 2018 Share Posted April 14, 2018 You can convert NiTriShapes to BSTriShapes using NifSkope. Other than that I have no clue, but if it's just the node types giving you trouble... Link to comment Share on other sites More sharing options...
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