direct to the point tutorial

Post » Fri Jun 22, 2012 9:56 pm

hi guys, i just joined this wonderfull comunity, im new in morrowind moding, i have some experience in moding other games like freelancer or Oolite but this is a complete new lvl, i had some wallcrashes in the point that TES construction set doesnt allow me to simply import .OBJ files, i have blender 2.63 on my windows partition and blender 2.47 on my ubuntu one also im kinda skilled in Wings 3d enough to produce armors, weapons and assets and im planning to do a concept test based on a total convertion of morrowind, changing ALL the scenery to a futuristic setup so i need a direct to the point tutorial to get armors inside the game as my attempts to get a nif file failed i do not need a ilustrated thing i just need someone who explainme practically how to do it and since most of the tutorial seems broken or are from 2003 (with hex editing and all the [censored], cute uh?) it would be great just to know how nowaday things work, easy and simple...

THANKS MANY THANKS in advance...

Ulfr
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k a t e
 
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Post » Sat Jun 23, 2012 12:23 am

meshes are not my area of expertise, but I think Arcimaestro Antares has good tutorial http://arcimaestroantares.webs.com/linkstutorialstools.htm
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Star Dunkels Macmillan
 
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Post » Fri Jun 22, 2012 11:16 pm

yeah i have checked that the problem is that it is very confuse no one really tells you what to do with that files or what programs not like other modders in other games (im not trying to compare or be offensive)
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Greg Cavaliere
 
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Post » Sat Jun 23, 2012 5:25 am

Blender 2.49b is still considered the version to use for Morrowind, at least for exporting. You will need the Blender .nif scripts, which don't fully support a higher version of Blender yet, though there is a development version for higher versions of Blender. You can use the higher version to model, I think, and then import the .blend into 2.49b from what I have read, though I have not touched Blender since 2.49b was the stable release.

http://niftools.sourceforge.net/wiki/Blender

I've had no trouble getting it to work under the default settings, as long as Morrowind was chosen as the game to export for.
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Holli Dillon
 
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Post » Fri Jun 22, 2012 8:10 pm


I've had no trouble getting it to work under the default settings, as long as Morrowind was chosen as the game to export for.



Yeah, don't try to export or import from your .esp file, you may actually mess up severly. Backup save.
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mollypop
 
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Post » Sat Jun 23, 2012 5:36 am

Oh, and if you have .obj files, I'm guessing you have Max or something. There are scripts at the site for Max also.

Yeah, don't try to export or import from your .esp file, you may actually mess up severly. Backup save.

Wait, what? :blink:
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JeSsy ArEllano
 
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Post » Sat Jun 23, 2012 5:35 am

for modelling i mainly use Wings 3D i know how to make some basic modelling with blender but it lacks of the simplicity and versatility of wings for low poly, just try it for yourself and see.. but i will try to do so with blender id have to download the 2.49 ver... ahhh i seriously liked the new vertion with his brutally improved interface
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Tom
 
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Post » Sat Jun 23, 2012 12:58 am

Well, you should be able to import the .obj and export it as a .nif. You should still be able to model with the newer version of Blender; you'd only need the old Blender for import/export as far as I can tell. The 2.47 you have should work since the scripts need at least 2.46 according to the site, though it usually doesn't hurt to upgrade.

I haven't used Wings, though I do know of it and had the installer on my old HDD. Forgot it does .obj files.
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Charles Weber
 
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Post » Fri Jun 22, 2012 5:57 pm

the new vertion it does
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Conor Byrne
 
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