Introduction to Oblivion Modeling and Animation

Post » Sat Oct 23, 2010 12:40 am

Hello there everyone! I'm prestige and I've decided to start modeling and animating for the Oblivion community. I'm glad to learn that http://niftools.sourceforge.net/wiki/NifTools supports modeling and animating done in http://niftools.sourceforge.net/wiki/3ds_Max, which I have experience with, so hopefully I'll have some content for the community up and running soon enough.

I'd like to do a few things with this thread which I know will help me and maybe help a few other modelers/animators in the future.
1. Create a list of links to tutorials revolving around Oblivion modeling and animating.
2. Create a list of tips from experienced modelers/animators on how to create and import assets for Oblivion.
3. Have a Q&A about modeling/animating and importing issues for Oblivion within the thread.

I hope everyone who's experienced or learning will be willing to help me out. Thanks in advance everyone. :)

Helpful Links



Modeling
http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling - Has a few tutorials to get you started modeling for Oblivion.
http://cs.elderscrolls.com/constwiki/index.php/3ds_Max:_Custom_Creatures - Get a creature you modeled and rigged in game and working properly.
http://cs.elderscrolls.com/constwiki/index.php/BSA_Unpacker_Tutorial - A tutorial for http://www.tesnexus.com/downloads/file.php?id=3311 that allows users to unpack and package BSA's. Useful to see what meshes/textures the official Oblivion assets use.

Texturing
http://www.invision.tesalliance.org/forums/index.php?/topic/1139-guest-workshop-texturing-101-by-vince/page__hl__Texturing__fromsearch__1 - An informative introductory tutorial by Vince Bly explaining the use of the different maps in the Oblivion game engine.
http://cs.elderscrolls.com/constwiki/index.php/DDS_Files - Describes what a .dds file is as well as the .dds settings Oblivion uses in its game engine.
http://cs.elderscrolls.com/constwiki/index.php/DDS_Tools - Contains applications and plug-ins to edit and create .dds files. In other words tools to make textures for your objects.
http://cs.elderscrolls.com/constwiki/index.php/Creating_detailed_Normal_Maps - A very good tutorial on how to effectively use the http://developer.nvidia.com/object/photoshop_dds_plugins.html for Photoshop.

Animating
http://cs.elderscrolls.com/constwiki/index.php/Portal:Animating - Contains tutorials to get you started animating for Oblivion.
http://cs.elderscrolls.com/constwiki/index.php/AnimGroups - Groups of animations that can be played on actors and creatures as well as some objects.
http://cs.elderscrolls.com/constwiki/index.php/SetAlert - How to set the actor to the alert state to play more animations.
http://cs.elderscrolls.com/constwiki/index.php/Basic_Animation_Tutorial - A guide that aims to enable modders to create very simple animated objects by applying pre-assembled basic animation files.
http://www.silgrad.com/wbb2/thread.php?threadid=11103 - An animation tutorial by our very own nick_op and Razorwing.
http://saidenstorm.googlepages.com/stormfrontstudiostutorials - Step by step animation tutorials by SaidenStorm. Create a King's Field Slime and learn about particles.
http://qixiang.chen.googlepages.com/oblivionanimationnotes - Notes on animating for Oblivion.

Nifs General
http://sourceforge.net/projects/niftools/files/max_plugins/ - The latest NifTools plugin for 3ds Max.
http://cs.elderscrolls.com/constwiki/index.php/Working_With_Nifs_101_:_An_Introduction - Guides about creating custom graphics for Oblivion, meshes and textures, and how to put everything together. Looks important! ;)
http://niftools.sourceforge.net/wiki/3ds_Max - NifTools guides and settings in relation to 3ds Max.
http://niftools.sourceforge.net/wiki/Oblivion/Oblivion_Bhk_Constraints - Collision constraints and adding Havoc physics.
http://cs.elderscrolls.com/constwiki/index.php/NIF_Importers_and_Exporters - This is a NIF exporter for 3D Studio Max, designed for use with Civilization 4, that can be used to export models for Oblivion. Get http://www.fallout3nexus.com/downloads/file.php?id=496 to update the Nif file formats. Is known to have better animation support than NifTools.


------------------------------

FAQs

Q: What unit setup should I use when modeling for Oblivion?
A: "Oblivion units are exactly the same as the generic units in Max." - nick_op

Q:What are some general naming conventions that the Construction Set uses for its models, textures and animations?
A: "Models always have to be placed in your Data\meshes folder. You can create your own folders within the model folder, which I'd recommend to keep things organised.

Textures always have to be placed in the Data\textures folder. As with models you can create your own folders within the textures folder.

Your diffuse texture name should not have any underscores in it (there are exceptions to this rule, such as having multiple diffuse textures share a normal map, but you have to be careful what you put after the underscore). Your normal map should have the same name as your texture with an suffix of _n (e.g if your diffuse texture is called mytexture.dds, the normal map would have to be called mytexture_n.dds). Glow maps use a _g suffix. Specular map resides inside the alpha channel of the normal map." - nick_op

Q:How exactly do I export an official Oblivion object so I can use it as reference in 3ds Max?
A: -Use a BSA unpacker on the data/meshes folder and uncompress the package to desired destination.
-Open your 3d program, make sure the NIF plug-in has loaded, and import the .nifs from the meshes folder.

"When I import from .nifs into Maya the scale is way off (huge, like a hundred times too big) and the rotation, but this isn't uncommon when exporting/importing from program to program. I usually correct it to my liking, but make a note so I can put back in the same place for when I export it back again." - Mordin

Q:Where would I find the male/female player body and head meshes along with their skeletons or bipeds?
A: "Off the top of my head, you'll find them in meshes\characters\_male (yes, even the female ones)." - nick_op

Q: What steps would I take to add my custom race to the game engine?
A: "You are actually unable to easily add a new body mesh for a race, as all races are hardcoded to use the same body mesh. There are two options as far as I know:

1. Set up the body mesh as several pieces of clothing/armour and script them to be equipped when there is no item equipped in the corresponsding slot. Does not allow new animations, though, you're stuck with the ones in the meshes\characters\_male folder.

2. Create a new folder for the skeleton (e.g. meshes\characters\yourrace) and copy the skeleton.nif and all of the animations across. Then in the CS, you can assign the new skeleton on an NPC by NPC basis. Doesn't work for the player, though." - nick_op

Thanks for whoever helps!

Updated: June 3, 2010
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Sian Ennis
 
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Post » Fri Oct 22, 2010 8:46 pm

If you ever get into creatures, go here:
http://cs.elderscrolls.com/constwiki/index.php/3ds_Max:_Custom_Creatures

It also delves into the names of animations.

The animation names you can use in Oblivion are as follows:
http://cs.elderscrolls.com/constwiki/index.php/AnimGroups

The "Idle" animation loops continously when used on an animated object, even when you try to specifiy it to only play once.
The "UnEquip" animation, when used on a havoked object in certain instances, will cause the havok to "kick in" and make the object fall or swing (like the traps in Oblivion do).
The "SpecialIdle" animation, for creatures (and maybe object, not sure), can be custom named to add more animations you can use (Ex: specialIdle_cough.kf , specialIdle_bark.kf , etc).
Certain animations, when used on a creature, can only be used when that creature is in "Alerted" state (mostly the combat related animations): http://cs.elderscrolls.com/constwiki/index.php/SetAlert

Also, go here:
http://cs.elderscrolls.com/constwiki/index.php/Basic_Animation_Tutorial

Here's a good guide on how to tweak your nif's after export to make them work in Oblivion:
http://cs.elderscrolls.com/constwiki/index.php/Working_With_Nifs_101_:_An_Introduction

Lastly, this site also has good info (collisioning, exporter/importer settings, etc):
http://niftools.sourceforge.net/wiki/3ds_Max

For unit of measure, I always just import an Oblivion model of the human male nif, and make my objects and stuff based on how big I want them to to in relation to that human.
Models can be named anything, just about. Textures are with the following suffixes (pretend "texturename" is the name of your texture): regular texture = texturename.dds , normal map texture = texturename_n.dds , glowmap textures = texturename_g.dds

Koniption
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W E I R D
 
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Post » Fri Oct 22, 2010 4:34 pm

This is a convenient time for this topic to appear!

I'm finding it difficult to get a model created in 3DS Max 2009 to turn into a .nif. Currently, the process works (Max -> Export as .3ds/.obj -> Import to Blender -> save as .blend -> export as .nif), except the texture/UV map which is applied doesn't go with it. It's annoying, because if we can't get that to go with the file we need to reapply the UV map etc in Blender.
Any ideas as to what I should do?

Thanks. And great idea for a topic!
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keri seymour
 
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Post » Fri Oct 22, 2010 3:43 pm

http://niftools.sourceforge.net/wiki/Oblivion/Oblivion_Bhk_Constraints

People who know about 3ds max animation to oblivion
Saiden Storm
Nick_op
Koniption (already posted)
Razorwing
Sickleyield
and a bunch of others.

The right forum to post modeling questions in:
http://www.gamesas.com/bgsforums/index.php?showforum=24
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Chica Cheve
 
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Post » Fri Oct 22, 2010 1:32 pm

Thanks for the heads up Kilza. I shall contact a moderator and ask him to move this thread to the appropriate section.

Cotillion, I'm going to try and import an object I already have modeled into Oblivion within a day or two. I'll let you know what I went through to get it in there. Right now I'm reading through http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Collision and http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Collision_Example_1 to see how they prepare an object with collision so the player can interact with it in the game world.

Koniption, just browsing through http://cs.elderscrolls.com/constwiki/index.php/Working_With_Nifs_101_:_An_Introduction looks like it's going to save me a lot of trouble when trying to get things to work. Thanks.
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Multi Multi
 
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Post » Fri Oct 22, 2010 1:42 pm

This is a convenient time for this topic to appear!

I'm finding it difficult to get a model created in 3DS Max 2009 to turn into a .nif. Currently, the process works (Max -> Export as .3ds/.obj -> Import to Blender -> save as .blend -> export as .nif), except the texture/UV map which is applied doesn't go with it. It's annoying, because if we can't get that to go with the file we need to reapply the UV map etc in Blender.
Any ideas as to what I should do?

Thanks. And great idea for a topic!


DO you have the http://sourceforge.net/project/showfiles.php?group_id=149157&package_id=195073 - IIRC it works properly with 2009 (I use Max 8 ) and should let you export directly to NIf format and I also use the .dds textures made in Photoshop directly in MAX and can export the Nif with the textures applied properly with no changes to the UV map. So no need to export as .obj then go through all of the other steps you list !
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Josh Dagreat
 
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Post » Fri Oct 22, 2010 11:27 am

What unit setup should I use when modeling for Oblivion? (1 unit = 1 inch? or 1 foot?)

Oblivion units are exactly the same as the generic units in Max.
What are some general naming conventions that the Construction Set uses for its models, textures and animations?

Models always have to be placed in your Data\meshes folder. You can create your own folders within the model folder, which I'd recommend to keep things organised.

Textures always have to be placed in the Data\textures folder. As with models you can create your own folders within the textures folder. Your diffuse texture name should not have any underscores in it (there are exceptions to this rule, such as having multiple diffuse textures share a normal map, but you have to be careful what you put after the underscore). Your normal map should have the same name as your texture with an suffix of _n (e.g if your diffuse texture is called mytexture.dds, the normal map would have to be called mytexture_n.dds). Glow maps use a _g suffix. Specular map resides inside the alpha channel of the normal map.

http://www.silgrad.com/wbb2/thread.php?threadid=11103 a simple animation tutorial that I wrote (with some editing by Razorwing).

I'd also recommend checking out SaidenStorm's http://saidenstorm.googlepages.com/stormfrontstudiostutorials as well, especially if you want to do new creatures - these are what got me started in animation for Oblivion.

You might also find http://qixiang.chen.googlepages.com/oblivionanimationnotes useful.

I'd recommend downloading the http://cs.elderscrolls.com/constwiki/index.php/NIF_Importers_and_Exporters if you have 3ds Max version 6, 7 or 8, as it has better animation support than the NifTools support currently has (it can do particles, for example).

If you're exporting with the Civ IV exporter you'll want http://www.fallout3nexus.com/downloads/file.php?id=496.

Feel free to send me a PM if you find yourself with any spcific questions you need answering. The links provided in this thread should keep you giong for a while, though. :)
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Latisha Fry
 
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Post » Sat Oct 23, 2010 3:08 am

@JDFan - no, I haven't tried that as I was told it didn't work with 2009, I'll give it a shot, though.
@Prestige, great, I'd love to hear the progress!

Thanks to both. ^^
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kirsty williams
 
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Post » Fri Oct 22, 2010 10:45 pm

@JDFan - no, I haven't tried that as I was told it didn't work with 2009, I'll give it a shot, though.


I know for while that was the case (no none working on the programming had access to 2009 so noone had recompiled it for that version ) but IIRC they have made several new updates recently and according to the release notes it does support 2009 now so should work properly ! (they are continually working on it and have made some really great improvements over the last 6 months or so ! (esp. in areas like the collision etc.) - so definitely give it a try !
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Killer McCracken
 
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Post » Fri Oct 22, 2010 6:34 pm

Note: Updated the links and FAQs.

Hey Cotillion! Instead of using an old object I've decided to create a new one to import into Oblivion, well, because I can. :) As such I haven't cracked into NifTools yet but I'll be doing so tomorrow. Right now I'm modeling a face that I'm putting on the object. Once I finish modeling and unwrapping the face I'm going to ZBrush it. Love them normal maps!

Thanks for answering my questions and giving me a start to the FAQS nick_op. Also those links will come in handy.

Let me know how you like the layout of the lists everyone. Does anyone have a preferred image hosting site (no spam mail, easy to upload, linkable) so I can show you guys my progress tomorrow?
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Spooky Angel
 
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Post » Sat Oct 23, 2010 2:37 am

For those that don't have 3dsMax, I've written some tutorials that may be of interest.

http://www.tesnexus.com/downloads/file.php?id=16305 covers the basics of 3D modeling using the free 3D modeler Wings3D. It includes modeling, creating collision, UV mapping, and extracting content from vanilla Oblivion.

http://www.tesalliance.org/modules.php?name=Forums&file=viewtopic&t=483 which covers the basics of texturing, including diffuse maps, normal maps, glow maps, a comparison of the various .dds formats, graphic examples of various material settings, etc.

There is also a modeling class at the TES Alliance that covers the basics of modeling with Blender (including collision, UV mapping, Blender units vs Oblivion units, etc.). You will need to register with TES alliance to enter the modeling class. TES alliance includes classes in many areas. Besides modeling, it includes texturing, scripting, voice acting, and quest building. You can find it at: http://www.tesalliance.org/index.php
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Budgie
 
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Post » Fri Oct 22, 2010 5:10 pm

Thanks to JDFan! The NIF thing had been updated, as you said.

That was a lot of wasted time and effort. -_-

Ah well, you learn something new, eh?

@presitge, I'm still interested to see how you go with that! ^^
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Joanne
 
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Post » Fri Oct 22, 2010 6:53 pm

I have some more time to work on things this week so I'm back, and I have a question.

Q:How exactly do I export an official oblivion object so I can use it as reference in 3ds Max?

Figured the best way to keep my objects to scale would be to base it on what's already there. Thanks in advance to whomever answers this. I'm going to look through some of the links I've gathered to see if I can help myself.
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Jessica Lloyd
 
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Post » Fri Oct 22, 2010 6:46 pm

I am a Maya user, but I think the process it much the same up to a point.
-I think you use the BSA unpacker on the data/meshes folder to uncompress them.
-Download the .nif plug-in
-Open your 3d program, make sure the plug-in has loaded, and import the .nifs from the meshes folder. Simples.

When I import from .nifs into maya the scale is way off (huge, like a hundred times too big) and the rotation, but this is'nt uncommon when exporting/importing from program to program. I usually correct it to my liking, but make a note so I can put back in the same place for when I export it back again.
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Rebecca Dosch
 
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Post » Fri Oct 22, 2010 12:05 pm

Thanks for the information Mordin! The only thing I could find in my quick search was using Nif Tools plugins to import the objects. Sometimes it's the simplest things that escape people most. I went ahead and updated the FAQs and Links information to cover this.
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Heather Kush
 
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Post » Fri Oct 22, 2010 7:15 pm

Whoo, things got in the way of me modding for Oblivion way longer than I expected. Now I'm back and with two questions since the information I found through search wasn't clear.

Q:Where would I find the male/female player body and head meshes along with their skeletons or bipeds? I ask this because I want to model a custom mesh for a custom race to use in Oblivion. I understand that the new meshes would only work for the race if naked unless I make custom armor fitted to the new meshes.

also

Q: What steps would I take to add my custom race to the game engine?

Again, thanks for all the help that has come before and again for all the help that is on its way.
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Claudia Cook
 
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Post » Fri Oct 22, 2010 6:49 pm

Whoo, things got in the way of me modding for Oblivion way longer than I expected. Now I'm back and with two questions since the information I found through search wasn't clear.

Q:Where would I find the male/female player body and head meshes along with their skeletons or bipeds? I ask this because I want to model a custom mesh for a custom race to use in Oblivion. I understand that the new meshes would only work for the race if naked unless I make custom armor fitted to the new meshes.

Off the top of my head, you'll find them in meshes\characters\_male (yes, even the female ones).
also

Q: What steps would I take to add my custom race to the game engine?

Again, thanks for all the help that has come before and again for all the help that is on its way.

You are actually unable to easily add a new body mesh for a race, as all races are hardcoded to use the same body mesh. There are two options as far as I know:

1. Set up the body mesh as several pieces of clothing/armour and script them to be equipped when there is no item equipped in the corresponsding slot. Does not allow new animations, though, you're stuck with the ones in the meshes\characters\_male folder.

2. Create a new folder for the skeleton (e.g. meshes\characters\yourrace) and copy the skeleton.nif and all of the animations across. Then in the CS, you can assign the new skeleton on an NPC by NPC basis. Doesn't work for the player, though.

@ Prestige: Could you edit the part in the first post about Oblivion/Max units so that it doesn't include the 1 unit=1 inch part? 1 unit in Oblivion = 1 generic unit in Max (the default), which are not inches.
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Kayla Keizer
 
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Post » Fri Oct 22, 2010 2:26 pm

Playing off of what Ragnos and nick_op wrote then a script to equip the new race with his naked clothing/armor will give the illusion of having an entirely new mesh (http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling has information on creating custom armor or in this case "body meshes"). Perhaps you know nick_op, and anyone else please answer if you are knowledgeable, if I can't introduce new animations for PCs to use is it possible to replace the standard animations with new ones?

As for heads would one physically model a head/hair and import it into Oblivion (ala Morrowind)? If so where would the original head meshes be located and how would one import them into Oblivion?

Thanks in advance!

@ Prestige: Could you edit the part in the first post about Oblivion/Max units so that it doesn't include the 1 unit=1 inch part? 1 unit in Oblivion = 1 generic unit in Max (the default), which are not inches.
I just corrected the information, my mistake. Other game engines, Unreal 3 in particular, must have their System Unit Setup changed to centimeters rather than inches for correct scaling. What I wrote hung over from all the short term lingo my peers used in classes.
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Paul Rice
 
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Post » Fri Oct 22, 2010 6:04 pm

Playing off of what Ragnos and nick_op wrote then a script to equip the new race with his naked clothing/armor will give the illusion of having an entirely new mesh (http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling has information on creating custom armor or in this case "body meshes"). Perhaps you know nick_op, and anyone else please answer if you are knowledgeable, if I can't introduce new animations for PCs to use is it possible to replace the standard animations with new ones?

It is possible to replace animation in 2 ways:

1. Create a new animation and give it the same NiControllerSequence name/filename as an existing one and drop it into the same folder. This will replace the animation for all NPCs.

2. Create a new animation and give it the same NiControllerSequence name, but drop it in the meshes\characters\_male\SpecialIdles folder. You can then assign it to any NPC, including the player, in the CS as an alternate animation. The only downside to this is that the functionality isn't complete thus certain animations won't be replaced this way (power attack animations are one example).
As for heads would one physically model a head/hair and import it into Oblivion (ala Morrowind)? If so where would the original head meshes be located and how would one import them into Oblivion?

As far as I know heads are located in the same location as the nody meshes. Head meshes are a special case as they require .tri and .egm files containing the necessary heads morphs to make facial expressions and the facegen sliders function. throttlekitty is the resident expert on head meshes around here.
I just corrected the information, my mistake. Other game engines, Unreal 3 in particular, must have their System Unit Setup changed to centimeters rather than inches for correct scaling. What I wrote hung over from all the short term lingo my peers used in classes.

Cheers.
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Anna Krzyzanowska
 
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Post » Fri Oct 22, 2010 4:44 pm

great topic :goodjob:

are there any tutorials on creating .tri and .egm files?
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Flash
 
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Post » Fri Oct 22, 2010 10:23 pm

great topic :goodjob:

are there any tutorials on creating .tri and .egm files?

throttlekitty did http://www.tesnexus.com/downloads/file.php?id=18566 for facegen related stuff. Be warned that it's rather technical.
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Holli Dillon
 
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Post » Fri Oct 22, 2010 10:03 pm

I'm interested in learning to make mods for Oblivion. I've worked on commercial multiplayers as part of an art team, and I'm a CG artist. I work mainly with Poser and Photoshop, and have no trouble making, creating, animating, texturing, in those media....

But the TES CS is just so completely counter to everything I know and do, that I can't seem to get it figured out.

For instance (hypothetical, not something I'm doing):

I want to make a little one room house. In it, I want a table with 2 plates and 2 forks and 2 goblets, a bed, and a chest. I want to make this little house in its entirety and then save it, and be able to, later, drop the house, the interior, the furniture, and the "clutter", on a cell of my choosing tomorrow morning.

Yippee skippee, I can find the table, dinnerware, bed, and chests, all over the place.

What I can't do is find a one-room house exterior and interior. I tried the "Lowerclass" house from I believe Waterfront area of IC; the interior scale doesn't match the exterior scale. There's no way to make it match either; I spent six hours trying. So, okay, fine, I thought; I'll just over-scale the exterior a little, and maybe it doesn't matter anyway, since "Doors" are actually zone-load lines as far as script goes. Is that correct? Will it work, or am I batty?

Second, for instance, I'm playing with the interior of my little house, and I have my table and bed and chest. Now, I want the dinnerware on the table -- do I parent it to the table? or leave it alone and just position it -- the way you would, for instance, "grab" and "move" a plate in an existing Oblivion house.

And so on -- I guess basically what I'm asking is, What the heck am I doing wrong in the CS program, and failing that, is there *any* way at all that I can do what I do in Poser, and then export it to something that'll make it possible to use it in Oblivion?

If this has been asked before, I apologise, but I've waded through about 200 forum pages, read a supposedly "wonderful" tutorial on ConstWiki that frankly, made more confused than ever, given the programs I'm accustomed to using, and have just about come to the conclusion that I'm going to snatch a sword from my little adventurer and slit her wrists and my own.

Thanks!
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^~LIL B0NE5~^
 
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Post » Sat Oct 23, 2010 3:38 am

I'm not a house modder or anything in that direction, but I have maintained the Wiki* for the last few years so I know a bit about everything.

I assume you're mostly interesting in interior- and worldbuilding as a CG artist. The CS is the only tool we have for this kind of thing. There are fan-made tools that can do a lot the CS can do, and even more, but visually editing environments is something only the CS is capable of. Importing/exporting to poser, or any other program, is not possible. The CS lives on his own little island unfortunately.

As for learning, there are a two tutorials you can take a look at.
  • http://cs.elderscrolls.com/constwiki/index.php/A_beginner%27s_guide is considered a very good tutorial series and explains a lot; from the data format to creating quests. This may be more than you're looking for, but you don't have to go through all the lessons.
  • http://cs.elderscrolls.com/constwiki/index.php/Category:My_First_Dungeon. This explains most interior- and worldbuilding techniques.
There are two websites that may interest you. There's http://www.oblivionsrealestate.com/ which specializes in creating houses, take a look at the forums as well. And there's http://www.tesalliance.org/, which aims at learning and teaching oblivion modding. It's currently undergoing maintenance, but you can find the temporary forums http://www.freewebs.com/tesalliance/apps/forums/ if you have any questions. Of course there's also the official CS forums, but you found those already.

If you have any further questions I'd recommend making your own thread. We don't expect everyone to wade through 200 forum pages, we're already happy if you read the stickies. ;)

* We know it's a mess, but we're doing the best we can with time we have. Any feedback is welcome.
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Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Sat Oct 23, 2010 2:09 am

What I can't do is find a one-room house exterior and interior. I tried the "Lowerclass" house from I believe Waterfront area of IC; the interior scale doesn't match the exterior scale.

They often don't. Houses are scaled up so that more fits into them, its really next to noticeable in game, so i say leave it.
Now, I want the dinnerware on the table -- do I parent it to the table? or leave it alone and just position it -- the way you would, for instance, "grab" and "move" a plate in an existing Oblivion house.

not sure what you mean by "parent it," i dont think the CS has such a function. you just drag it into the render window and place it wherever you want.

i dont think youre doing anything wrong :) it just takes a little while to get used to the CS and learn how it works. As Qazaaq said, the CS is our only tool for making environments. 3D modeling programs like Poser (presumably, im not sure what exactly its capable of) are used to make all new objects for the CS, not to place them in game.
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Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri Oct 22, 2010 12:54 pm

I feel silly for asking this one... :embarrass:

Where exactly are the bones/biped that we skin our armor/clothing/fake naked meshes to? I didn't see any bones/biped when I imported armor nif files into Max. I bet it's right under my nose.

Thank you for whoever answers this!
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claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

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