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blender and oblivion mesh conversion


isavegas

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ok, i managed to make a nif file show up in blender, and i can edit it, change it around, and get it to open in nifscope to save it as a nif. however, oblivion opens it as a completely invisible (or, more than likely, nonexistant) object. i have already gotten a simple wineglass to open in oblivion and show up, so i am completely confused. all i wanted to do was test the function and use it to practice while also making personal changes to mods to make them "better" in my opinion. what i did was open a nif in nifscope and export as obj. when i imported that to blender, it opened, but the materials didnt work. that was no problem and i made some, giving the objects individual textures. i did nothing different from the wineglass i made. when i exported as 3ds and opened in nifscope it worked perfectly, but was nonexistant in oblivion upon loading. the item was there but the wold-object was not. wearing the nif file resulted in no torso. however, when i use obj instead of 3ds to move the objects back to nifscope, it gives material errors and only one part of it shows up, the rest are not there, and yet again, nothing shows up in oblivion. i looked at the nif exporting tool for blender but it only works on an outdated version and i would like to know how i can export an item from blender to open in oblivion in a more reliable way without spending any money on software.

 

 

a screenshot of the wineglass i made (oblivion does not support the translucence from blender, however, i did get a blue cube to show up, so i know basic coloring will)

 

UPDATE: ive even used the older version of blender, and i just cant seem to get the nif files to work, even if i open them directly with blender and export them directly into nif files. no clue why its not working but ill keep trying different stuff

Edited by isavegas
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You need to use the Blender NIF Scripts.

 

Does the object show up properly in NIFSkope?

 

aside from color intensity, its almost the same as in blender. and i did dual install blender and set up the proper version with the nif scripts. even staying only in blender it did not work. i believe it is the fact that clothing needs references to the hands, shoulders, legs, head, and so on, and blender is removing them. i just noticed the references are not there in nifscope. so... that is the problem. i experimented with rocks and i CAN get almost anything into a nif that will show up in oblivion as a rock, but the colors are very weird and not accurate. i made a statue by combining clothing, hands, and a head nif, and the skin on the chest was pink. no clue why. the main problem im having is all materials are lost in transfer from oblivion nifs to blender, and the reference points

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Sounds like its a problem with textures.

 

Make sure your texture paths are correct, and you have a Normal Map for each texture as well.

 

Forgive my nooby-ness, but ummmm... Texture paths? Normal map? Is there somewhere you can point me so I can find how to make a texture from scratch thats in semi-laymans terms and that doesnt skirt the subject of what a nif file really is? I havent been able to find anything to explain what I see in nifscope, and I know those "hand," "upper arm," and other references are important to a working animated file, such as armor and creature/npc models. If so, that would be EXTREMELY useful, especially since I shall be attempting to start creating and modifying meshes and textures.

 

omg! i figured out out to get the stupid textures to load in blender! it was defaulting to "solid" setting til i accidently hit "texture"! *face palms self* so much work and thats all i had to do to get that problem over with. i still need to figure out the rest of the stuff, but as far as oblivion>blender, i think its working. i just need to do the reverse...

Edited by isavegas
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im slowly getting the hang of using blender... but it still doesnt work. what im doing is staying in blender 2.49, opening the skeleton.nif file (had to go find one online bc its not in my installation. not sure why) and loading up a nif from a mod i like that is installed. i removed the armatures the mesh created and simply exported everything into a nif file and replaced the old one (keeping a copy). so the normal maps (i think i got that figured out now) should work. i exported them for the clothing and overwrote the older ones to be sure. still invisible. is there something im missing?
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Ok, first of all, make sure you have the most recent NifScripts and the like, you can get them here

 

Secondly, I suggest taking a look at Saaya's BBB Armor Weighting Tutorial, it is specifically for giving armor BBB compatibility, but its guidelines for Importing and Exporting from Blender have never failed me, so I suggest going through it, even if BBB is not what you are trying to do.

 

Edit: Oh, and I suggest using Growlf's Universal Skeleton in all your work, that will ensure compatibility with basically everything.

Edited by Nephenee13
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Ok, first of all, make sure you have the most recent NifScripts and the like, you can get them here

 

Secondly, I suggest taking a look at Saaya's BBB Armor Weighting Tutorial, it is specifically for giving armor BBB compatibility, but its guidelines for Importing and Exporting from Blender have never failed me, so I suggest going through it, even if BBB is not what you are trying to do.

 

Edit: Oh, and I suggest using Growlf's Universal Skeleton in all your work, that will ensure compatibility with basically everything.

 

thats where i got my stuff for the nif scripts, as well as my copy of blender (i actually have 2 installations of blender, 2.49 force installed into ONLY the installation folder, and 2.63 installed to appdata). and which skeleton should i use? "controllable", "for modders", or "totally controllable"? i glanced at all three with blender and they all look the same. i`

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Ok, first of all, make sure you have the most recent NifScripts and the like, you can get them here

 

Secondly, I suggest taking a look at Saaya's BBB Armor Weighting Tutorial, it is specifically for giving armor BBB compatibility, but its guidelines for Importing and Exporting from Blender have never failed me, so I suggest going through it, even if BBB is not what you are trying to do.

 

Edit: Oh, and I suggest using Growlf's Universal Skeleton in all your work, that will ensure compatibility with basically everything.

 

thanks for the forward. i got everything for blender and nif scripts there. so i should be good on that. it works, at least. i actually have 2 versions of blender working completely seperately in fact. anyways, i got the skeleton and peeked at all of them with blender, and since they all look the same, im choosing the "for modders" one. ill check out the tutorial and post an update on whether or not i can finally get anything from blender to show up on my character (and/or vilja)

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finally got my mesh to show up, but when it comes into view, the framerate falls way down and the game gets laggy. i dont understand why because i used the EXACT same nif, i just went through the process of loading it and exporting it without actually changing the textures or anything. Edited by isavegas
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