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Help needed for making custom meshes.


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Hello. I've spent a lot of time trying to figure this out on my own but I just can't seem to get it. I want to start making new static meshes for oblivion, and I already know how to make things in blender, but I can't get them into the game. I'm using blender 2.7 (i think), and I'm using a nif exporter that i found on a BeyondSkyrim forum. I don't have any problem getting things into skyrim but when I export my meshes to oblivion it always fails. I've even imported nifs from oblivion into blender and matched all the data up with my new mesh and it still didn't work.

 

Would anyone be willing to help me figure this out? Or does anyone have a tutorial I could use? I would really appreciate it if someone could help me out. I looked all over google and couldn't find a thing for static meshes and I would really like to get this to work. :smile:

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This should help you out, but it might be you'll have to revert to Blender 2.49b in any case:

http://niftools.sourceforge.net/wiki/NifTools

 

Plus this: https://wiki.nexusmods.com/index.php?title=Category:Oblivion

 

As this is about Statics: https://cs.elderscrolls.com/index.php?title=Blender/Custom_Collision

 

I think there's lot's more still available, but I'm lacking the time to go digging deeper.

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This should help you out, but it might be you'll have to revert to Blender 2.49b in any case:

http://niftools.sourceforge.net/wiki/NifTools

 

Plus this: https://wiki.nexusmods.com/index.php?title=Category:Oblivion

 

As this is about Statics: https://cs.elderscrolls.com/index.php?title=Blender/Custom_Collision

 

I think there's lot's more still available, but I'm lacking the time to go digging deeper.

 

Thanks. The niftools link had a topic "getting custom meshes and textures in game" but the page no longer exists, and I didn't see anything in the nexusmods wiki about custom meshes except for weapons and armor. Should I be looking for something other than exporting? I'm still pretty new to blender and everything so i'm unsure.

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Thank you, I'll check them out. I think my biggest problem is the export itself. In my research I've found out that you have to tweak it in nifskope or something but I haven't really figured that all out yet. I'll definitely look at tesalliance. Looks like they got a lot of good stuff. Thanks again :)

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Ok, I've figured out the whole exporting and NifSkope thing and have managed to get several meshes into the game. I'm currently trying to add collision to the mesh but I can't seem to figure this part out. The tutroial here http://tesalliance.org/forums/index.php?/tutorials/article/37-blender2oblivion-part-2/ uses early versions of blender and certain things don't seem to directly relate to Blender 2.7. It talks about a face icon and logic button which I can't find in Blender 2.7 and things like that.

 

I tried using NifSkope to do the collision but that didn't seem to work quite right ether considering I didn't know how big the box should've been for my mesh. (at least I assume that was the issue). Anyone willing to help me figure this out?

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Hmm, like I wrote some posts ago, insisting on Blender 2.7 could turn out a dead end when intending to mod Oblivion. The last version compatible with NifTools known, if I didn't miss any newer developments, is Blender 2.49b.

 

And if I recall correctly, Havok collisions have always been rather difficult to create in comparison. Most tutorials don't instruct to just re-use existing ones without a good reason. They can be created from scratch, don't get me wrong, but I don't know if it can be done in Blender 2.7.

 

What you could also do though, use 2 versions of Blender in parallel, like other people I heard of do, 1 for the work, 1 for the import/export, or in your case, the features that can't be done in a newer version, too. The .blend files aren't completely compatible, I think, but if others are doing it, the important parts must be migrate-able in some way.

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I thought about using both versions but I figured since it can be made in nifskope I wouldn't have to. The size comparison of the mesh and the collision confused me a little bit and I'm pretty sure that's why it didn't work.

 

When I ran it in oblivion my character did stop falling when he hit the mesh, but after the character landed it fell through. So I know it can be done in nifskope I just need to figure out how to make it work for different mesh sizes.

 

The tutorial said that the collision mesh dimensions needed to be 1/7th of regular meshes, only I couldn't find where it listed the dimensions of my mesh since I cleared scale in blender. If I can find the dimensions of my mesh I should have no problem making the collision in nifskope.

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I've not modded oblivion for a while but made huge numbers of meshes in Max and Blender. Max was easier but Blender worked with some effort. 2.49b is the one to use. I'll look around for the tutorial I followed as I recall havok was initially tricky but it does work. Give me a day or so and I'll try to recollect what I did and where the tutorial was.

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