gooboo Posted December 26, 2015 Author Posted December 26, 2015 I already knew there wasn't a plugin available for Blender, I was just wondering whether one had finally been made for 3ds max, because I've been seeing some people, like Leito, get models working in-game. Santa Claus heard my prayers and just came by my apartment and left a copy of 3ds Max for me, so if I can get that installed and working fine this might not be an issue for me.
invalidfate Posted December 26, 2015 Posted December 26, 2015 I do convert nifs from skyrim to FO4 format by hex editing. FO4 nif is far more complex than I expect... vertex offset from origin matters in skinned object. Belows are all my FO4 working skinned nifs in the past few weeks.
Leito86 Posted December 26, 2015 Posted December 26, 2015 vertex offset from origin matters in skinned object. Can you go more into this and how it's done? I'm working on modifying the body and there's an issue where the vertices don't line up at the wrists and neck. I have a feeling this may be the issue.
Guest Posted December 26, 2015 Posted December 26, 2015 I tray.but u make mesh with tu big but and groing go tu much out from original mesh.So it canot be copey wight propertly.It must be skined manualy and max plugins dont work korrectly yet.I will tray again but.... It is not like game before.Now u hawe front and rear pelvis bone and right and left but bone. U canot just mark vertex and mek them 100% to pelvis
canderes Posted January 3, 2016 Posted January 3, 2016 If you are trying to export to the new format when you get to the export window of max your user versions have to match the numbers of the new format. The nif file this generates still has some problems though the best thing to do is copy the model branch(es) BSTriShape in nifskope of the thing you edited back into the original. Aim the NiNode of the thing you want to replace to your pasted one. Copy the shaderproperty of the original trishape and then aim the BSproperties of the newly pasted mesh to the shaderproperty you copied from the old trishape. Don't forget to set the name of the shaderproperty to the material path of the original because the pasted shape may not carry over the old information and you will end up with a flat purple material. Use the plugin from figments github or the one on skyrim nexus. The export settings are pretty much identical to skyrims, except when you edit a static mesh you leave the skin related boxes unchecked. Remember: you cannot use a nif exported out of max, you have to carry over what you edited back to the original nif you changed since the plugin isn't finished and does not preserve flag, connect point, or collision branches. Still the only thing we can do is wait until we have the ck because we can't add anything yet, only replace. archive3d has a shit ton of resources if you are looking for furniture or other stuff to convert for settlement building, I don't care for body mods too much right now, but just imagine what we will be able to add later on
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