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(HELP)Remaking weapons


Gabrax

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:wallbash:

I have this blade that I want to import into game. Using Nifskope (latest) and having problems with understanding the quick tutorial posted here. Its pretty vague btw - can someone post a not so quick tutorial that explains what I am doing? (Btw I've never had Oblivion so the assumption in the tutorial was :blink: )

 

 

I'm a fast learner but there is a huge amount of missing info that could be crucial for me - please supply.

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the quick tut here isnt quick its basicly everything you need to get a model in game.

 

 

However it doesnt deal with getting the right fileformat in the first place for importing into nifscope.

OBJ thats other programs you need.(most modeling programs can export obj)

 

If your asking for a step by step tut on how to use nifscope thats actually diffrent, and really there are tons of nifscope pages on how to use it.

 

If your got problems what exactly are they?

 

First

Do you want to create a new weapon or just replace a current one?

replacing a current on is easier, its just swaping the model in nifscope and saving your textures as the same name as the old ones.

 

If you want a completely new weapon its a little more work but easy if time consuming.

IF its the latter and you dont already know how to do it I suggest you just wait for the GECK it will be out anytime if hell it isnt already(havnt checked in the last few days) and that will make everything easy(hopefully)

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I'm trying to replace a weapon using its nif file. My model only comes up with a NiTriShapeData not NiTriStripsData.

 

Originally my model was bigger than the combat knife and was not aligned correctly- so I went into 3ds max (2009) and imported the obj and then imported the combat knife and began tweaking the new weapon to be almost the same size and aligned like the combat knife.

 

Exported it as an OBJ again and went into nifskope. From there I'm stumped. Can't copy a Strips data over a Shape data obviously.

 

I'm going to check out the link Type2 provided and, just like everyone here - I am desperately awaiting G.E.C.K. to come out. I hope it comes out when I come back from vacation. Giving it until the 20th of this month for it to show up!

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you dont have to work with obj files at all... just use nifs... they offer a few more options like animations and so on

 

use speedies method to swap between shape and strip or export nif for strip and obj for shape

nitristrip-r.click->mesh->triangulate = nitrishape

nitrishape-r.click->mesh->stripify = nitristrip

 

import in max using the niftools 3.1 max plugin

export from max using the niftools 3.0 max plugin

 

@tutorial

saying "export like you would for oblivion" is basicly short for saying go on the oblivion mod forum and read the stickies again... which basicly means use niftools or the civ4 exporter to create nif files right out of max/blender... im sorry if that seems unclear but as mentioned this tutorial assumes that you have basic knowledge in oblivion editing... cause there are whole forum threads about this topic which couldnt otherwise fit on a few lines but would occupy pages... i know this can cause frustration but im too lazy to include all known tutorial links regarding that topic and even evaluate them... atm :P

 

just pm me if you dont get on with it at all or post in the tutorial thread...

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SUCCESS!!!

 

I basically don't remember my entire process after 3ds max but i'll try.

 

I took an obj file of a three part mesh model of a crazy looking knife and imported into 3ds max, I went to nifskope and opened the combatknife.nif file and exported it as an obj.

 

My new model (we'll call it the unicorn blade) was very big and the polygon count was ridiculously high.

 

I used the combat knife in 3ds max as a reference for size and noticed the low polygon count on it. So through 3ds max I made sure to have the three pieces of the unicorn blade attach to one another and began using the optimizing tool to bring down the poly count.

 

I resized the blade and matched the length to the combatknife as much as possible. Then deleted the combatknife obj file from my 3ds max document and exported the unicorn blade with nif tools plugin. I just left the settings at default and then saved the new nif file.

 

 

Now I went back to nifskope and opened two windows, one for my new nif file and the other was the vanilla mesh of the combat knife. I copied the niftristripsdata from my new nif file and pasted over the combatknife.nif file. Now its there BUT - its not aligned properly so I was stumped and decided to fiddle with the nif file to see if there is some sort of rotation command. There is!

 

On the very NiftriStrips (the beginning of the branch itself) right click and you'll see "transform" and then there is an edit sub-category. Bingo! So all I had to use thankfully was the rotation and now this is in game as a replacement combat knife until i learn how to makes ESP files.

 

Thanks all. :thanks: *pats self on back*

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