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Nif exporting setup Pictorial


SpeedyB64

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I will try to give a very detailed description.

 

Step 1:

 

Open your exported nif and a nif from the game files.

Position the windows side by side (so that you can see the block details of both at once)

 

Step 2:

 

Select the bhkRigidBody or bhkRigidBodyT in your nif

Select the bhkRigidBody in the game nif

Change the settings so that they are the same (if necessary)

 

Step 3:

 

Expand the bhkRigidBody branch and select the last one

Set the num sub shapes to 1 and update the array (green circle thing)

Expand the sub shapes and set the layer to OL_STATIC

Set the material to the material you want your model to be

Set the Num Verticies so that it is the same as above

 

Step 4:

 

Now select the bhkRigidBody or bhkRigidBodyT (depends on how it was exported)

Right click on it and select copy branch

go to the game nif and right click and select paste branch

 

Step 5:

 

Select the bhkCollisionObject in the game nif

In the block details window set the body to the number of the one you pasted in

The old one should be replaced with your new one

Right click on the old bhkRigidBody and right click on it and go to block->remove branch

 

Step 6:

 

Replace the other meshes in the nif with yours and set the textures and it should work.

 

 

This tutorial is for static meshes but the other types are similar.

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OMG!!!!!!!!!! its just one problem after another!!!!!!!!!!!!!!

 

I created the mesh and i can see the collision surrounding it in Nifskope.

 

But when i try to load it up in GECK it crashes!!!!!!!!! :wallbash:

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The exporter does not export the collision with the proper settings (in the bhkRigidbody block there are a bunch of settings) Max Linear velocity, Max Angular Velocity, friction things in that area should be the same or similar to the fallout ones. If there is a newer version of the exporter it might do it right, I haven't checked for a newer version in a while.

 

If you can see the collision in nifskope you are getting closer. It would be really helpful to put up a screen shot, it makes getting the details right much faster.

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  • 1 month later...

hey i'm new here, and am trying to make a mod for FO3.

i want to import a custom 3d mesh from max into geck (fallout3), and followed your tutorial roughly....

i now have my mesh in .nif format, and it opens up in nifskope with the collision box etc.....

but when i try opening it up in geck, it says "invalid directory"

this happens with ALL the fallout 3 meshes i extracted from the bsa to a separate folder.....this separate folder is also under the "Data" folder, so don't know why..... when i open bethesda's meshes directly from the bsa (using the geck), no problem, but once they've been extracted, it doesn't open in geck

anyone know what the problem is?

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The GECK hates it when things are in the wrong place. You have to put it in your fallout3\data\meshes\then whatever folder you like directory like neunen said.

ah thanks loads! i got the model into the havok sim....but to get it in-game, i'll need to make a plugin right?

cos it'll only show up in the geck if it's in a plugin (?)

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Yep open GECK load up the Fallout.esm, get your model in game (if its a static expand the static block and right-click and select new) Then Place it somewhere (I suggest you load up a tenpenny cell) then save the plugin and activate it in FOMM (or the launcher if you don't have FOMM yet)
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