Basic Model Changes

Post » Wed Dec 22, 2010 11:58 am

Hello guys,

This should actually be an easy question for those familiar with modelling in Fallout 3.
For my newest mod, I'm basically using models which already exist within FO3. The only problem is that the offset an rotation of some objects does not suit my needs. I want to do the following:
- Extract the .nif model I need to change from the .bsa
- Import the .nif into 3dsmax
- Move/rotate the model inside 3dsmax (basic changes)
- Export the .nif from 3dsmax
- Import the .nif to FO3
I think I have all the tools I need: The GECK, a bsa extractor, 3dsmax and a .nif plugin for 3dsmax. The first step is not a problem. The second isn't neither, I'm able to get my model inside 3dsmax. I'm not sure though whether I use the right settings (see image#1). After I've changed the model in 3dsmax I do not know how to export it properly (see image#2). As soon as I import the model to the GECK it shows up as totally invisible..
So, which settings do I need to use to succesfully make basic changes to FO3? using a different offset and rotation is really the only thing I need to change, no textures etc.. Should be an easy question to answer for those accustomed to modding FO3!
Would be glad to hear from you guys ;)

Images (import+export settings):
[img]http://img168.imageshack.us/img168/9792/nifexport.jpg[/img]
[img]http://img169.imageshack.us/img169/6154/nifimport.jpg[/img]
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Wed Dec 22, 2010 7:58 am

Hi Neosyp,

I don't use 3dmax, I use Blender, but the same rules may apply. After exporting your model into a nif file, check it in Nifskope and compare the Shader Flags of the original model and your model. Set the ones in your model to be exactly the same ones than the orignal ones.

If that doesn't work, check other things like the BSX flags, or the NiStringExtraData (if the original mesh had those nodes).

Hope this helps :)
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Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Wed Dec 22, 2010 12:23 pm

Thanks for your reply. I've loaded the model into Nifskope. As I had noticed before the model is different from the original one. Should I for example import a model into 3dsmax and export it without any changes, it still shows changes in Nifskope (and it doesn't show up in the GECK...) Some nodes are not present at all in Nifskope. Problem is probably that so many options exist using the import and export, and I don't really have a clue which properties to choose.. Does anyone who has used 3dsmax to edit FO3 models know which options to choose..?
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Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Wed Dec 22, 2010 6:30 pm

The simplest explanation for some of your problems is that in 3DSMax you might be choosing "Export Selected..." rather than "Export...". As it implies, that will only export the nodes currently selected in the Max window.

Besides that, the other thing that's likely causing you difficulty is that when exporting from 3DSMax, by default some of the settings applied to the nif aren't what you need to use it in the GECK or in game, most notably the "Shader Flags" on any BSShader property nodes. Open your exported nif along with the original one in separate instances of NifSkope, and compare them. At minimum, I think you'll need to fix those Shader Flags, and convert the root node type to BSFadeNode (for most things). Check http://thenexusforums.com/index.php?showtopic=191351&view=findpost&p=1666495 - it might help with some more details. I assume there must be a way to configure things in Max so you don't have to manually edit this stuff in the nif after exporting (probably in the Material settings somewhere), but I haven't been able to find out how yet.

If you're gonna be doing a lot of these, you may want to try using Blender for this purpose instead, since the Nif exporter (Blender NIF Scripts) has settings for both the Shader options, and BSFadeNode root node, so you should be able to export then immediately use them in the GECK. I held off from trying Blender for a while myself because I didn't want to spend time learning yet another application, but even with only modest familiarity with 3D modeling (in 3DSMax), I was able to install Blender (and all the necessary extras), edit meshes, and http://www.youtube.com/watch?v=JNAHMy6ClwQ - all within one day.


For reference, here are some more details on the 3DSMax Nif Import/Export settings:
http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Importer
http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Exporter
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Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Dec 22, 2010 11:09 am

I was able to install Blender (and all the necessary extras), edit meshes, and http://www.youtube.com/watch?v=JNAHMy6ClwQ - all within one day.


In one day?? I couldn't figure it out at all... :(
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Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Wed Dec 22, 2010 4:55 pm

Hello guys,

This should actually be an easy question for those familiar with modelling in Fallout 3.
For my newest mod, I'm basically using models which already exist within FO3. The only problem is that the offset an rotation of some objects does not suit my needs. I want to do the following:
- Extract the .nif model I need to change from the .bsa
- Import the .nif into 3dsmax
- Move/rotate the model inside 3dsmax (basic changes)
- Export the .nif from 3dsmax
- Import the .nif to FO3
I think I have all the tools I need: The GECK, a bsa extractor, 3dsmax and a .nif plugin for 3dsmax. The first step is not a problem. The second isn't neither, I'm able to get my model inside 3dsmax. I'm not sure though whether I use the right settings (see image#1). After I've changed the model in 3dsmax I do not know how to export it properly (see image#2). As soon as I import the model to the GECK it shows up as totally invisible..
So, which settings do I need to use to succesfully make basic changes to FO3? using a different offset and rotation is really the only thing I need to change, no textures etc.. Should be an easy question to answer for those accustomed to modding FO3!
Would be glad to hear from you guys ;)

Images (import+export settings):
[img]http://img168.imageshack.us/img168/9792/nifexport.jpg[/img]
[img]http://img169.imageshack.us/img169/6154/nifimport.jpg[/img]

I'm in the process of doing the same thing as you man. Thou for me when I load up the mesh in the geck or the game I"m getting a large red eexclamation point. For me thou it's a hair mesh I'm trying to combine with the scar from Point Lookout. I load them together..export to a hair mesh already in the game from a mod ...keepin file names intact and making not changes otherwise but it's not loading up. Im hoping to do some more testing today..if I find anything I"ll get back to ya.
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Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am


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