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Need Help Implementing 3D Model Into Fallout 4


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Hi,

 

I got a 3D model of the weapon ready, including the texture and modification parts. However, the conversion from .3ds/.obj file to .nif prove too troublesome. I tried older Blender and importing it into NifSkope, and even that doesn't yield anything I can work with. Importing .obj file into the Outfit Studio seems to work, though I've to link textures and materials together again, which is cumbersome. I believe there's a better way to do this, but this is my first time trying to implement a 3D model into Fallout 4, so I don't know the way. For your record, I don't have 3ds Max, this was made with Blender.

 

Can you or do you know someone that can help me implementing my mod? Got any reference? We'll arrange the meeting online, and I'll share the file, it's a pretty big one though but not unreasonable for a 2k gun. If you have any question, ask away, I will provide you with any details that help you understand the situation better.

 

 

Thanks in advance

- RayRory

Edited by RayRory
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Hello RayRory,

 

The only way I know of is to use Outfit Studio as a .obj -> .nif converter. Fallout 4 uses the .nif format newer than the version supported by the old Blender I believe.

 

Once you import the .obj in Outfit Studio, you will see a list of meshes on the right. Right click on the meshes, bring up the property, in Geometry tab, uncheck subindex and skinned on all the parts. Export to .nif should work fine from here, even though you won't have any collision/physics data.

 

Good luck with your project. :smile:

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Hello RayRory,

 

The only way I know of is to use Outfit Studio as a .obj -> .nif converter. Fallout 4 uses the .nif format newer than the version supported by the old Blender I believe.

 

Once you import the .obj in Outfit Studio, you will see a list of meshes on the right. Right click on the meshes, bring up the property, in Geometry tab, uncheck subindex and skinned on all the parts. Export to .nif should work fine from here, even though you won't have any collision/physics data.

 

Good luck with your project. :smile:

Thank you, it might be tedious to re-apply the texture due to the number of parts, but it can be done.

 

By the way, do I have to rig the animation first? Or that part can be done later?

Edited by RayRory
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Actually, you can assign all the material files right in the property window in Outfit Studio. If you don't have the material editor, you can download it from here :

 

https://www.nexusmods.com/fallout4/mods/3635

 

By the way, the normal map needs to be in DirectX/3DS format, rather than OpenGL, for Fallout 4. The .DDS format should be :

 

_d.DDS = diffuse RGB /alpha A, BC1/BC3/BC7

_n.DDS = normal map, BC5/BC7

_s.DDS = spec R / gloss G, BC5/BC7

 

You can encode the .DDS files by using Elric utility in the Tools folder within Fallout 4 folder. Elric accepts .TGA files.

 

As for the animation stuff, unfortunately, I don't know much about it yet. I'm doing my first bunch of weapons at the moment myself.

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Using default animation should be fine unless u want custom reload or position of things r off. A few things to note. The origin point is where the weapon will be held so position ur weapon object accordingly. As for the nif, under main 'NiNode' attach extra data->NiStringExtraData, have a name 'Prn' with string data 'WEAPON'. And your weapon will go into the player hand when equip ...

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