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3DS MAX NIF Plugin Issues


falloutaddiction

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Hey guys I've seen this brought up here and abroad a few times but I didn't find any solutions nor fixed my own things at least...

 

So I made a static mesh and exported it with Bethesda's NIF plugin. In Nifskope my model is looking pretty... Uh... Deformed... Like its been crushed or stretched... I dunno...

 

I read that its about the inaccuracy of the exporter and that you have to use BodySlide as an alternative. Well I did the BodySlide method and got my model out looking like it should now, HOWEVER, I lose all my collisions.

 

How on Earth do I fix this? I cannot use the deformed mesh collisions as they will be a mess with the fixed BodySlide NIF. I cannot do the chopping collisions from similar objects because there really isn't anything related too, or big enough, OR worth spending god knows who long piecing it up.

 

Is there a way around the 3DS Max Nif exporter or another way to create collisions?

 

I've been at this for months and I'm honestly about to hang my hat and ditch Fallout modding entirely...

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How do you know the collision is deformed as well? Collisions don't visually show up in nifskope - only the unprocessed onces before the nif is run through elric. You can verify the collision by viewing it in the preview inside CK and hitting F4. If it's fine, just copy the block(s) over to the nif off outfit studio.



As for precision, there's a couple things to note:

If it's possible, try exporting close to [0,0,0] because there is a steep accuracy falloff for half precision. It doesn't matter where within the nif you'll be transforming it once it's inside the nif, as long as the mesh begins close to origin.


Between the unofficial and official (max 13) nif plugins, I've had official plugins distort my meshes more often and only use it for collisions now. Instead I use figment's fork of the plugin and it's been pretty solid, as long as I abide by a few rules:


Don't collapse transforms during export, don't weld vertices, export with the mesh center close to [0,0,0], if the mesh has multiple separate pieces, place them close to zero before exporting as well, and don't apply transforms within Nifskope since that bakes transforms into half precision space unless the mesh has the full precision bit flag (transforming a node within Nifskope is in itself full precision).

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Nope even the collisions are messed up for the object. The white lines are perfectly over all the parts and in-game the bullet holes and running into certain parts are all accurate, but sadly accurate with the broken mesh.

 

I've centred the object to the pivot which is in the centre of the scene- is that how you make the origin 0,0,0? If so, it didn't work sadly. In Nifskope although the object is now centred there is a green line going out into a void where it used to be. I assume that's the origin and I didn't move it properly?

 

Do you think there is a video or step by step instructions demonstrating how to export a static NIF with collisions and without distortion? This is my ultimate goal.

 

I made an interior/room mesh and upon export some of my door frames and other small details are either stretched or squished.

Edited by falloutaddiction
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To export with no distortion you kinda have to use outfit studio, since it's the only exporter tool that supports full precision as far as I know. All other nif exporters are half precision. From experience, distortion is pretty relative and depends on the size of the scene you're exporting.


A couple of things you could try, if you feel like debugging. Or, at least that's where I'd start.


Decouple the collision mesh(es) from their parent, and re-parent to a dummy mesh and export. Then see if the collision keeps its shape.

Divide the scene into bite size chunks, then export them individually, keeping the zeroed transform paradigm, then cobbling them together into one nif.

See if unchecking everything except "pre-process collision" in elric does anything.


Ultimately you just need the collision mesh to get exported correctly, even if it means you have to combine several of them into one nif.



Wish I could help more, but statics were never my thing. Maybe Ethreon has more insight into this. You could try pinging him.

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All good. I've tried everything, centre the object, shrink it to a small size, detach... Nothing...

 

Too bad there was no other way to get a perfect collision out of 3DS MAX or generate one elsewhere...

 

Its almost like some of the verts are welding in some places. If this is the case, how can I prevent the export from welding?

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