[WIP] New Plants/Ingredients - Need Help

Post » Wed Jul 27, 2011 1:55 pm

Let me start by saying that I'm new to Morrowind modding (well, I've done a bunch of CS stuff, but nothing beyond that).

I am currently in the beginning stages of creating a mod that adds multiple plants and their associated ingredients (to be usable in alchemy). It is meant to be a simple mod, although I do have some grander schemes that involve larger mods that will utilize this one.

What I've done so far:
-initial conceptual design of plants, ingredients, effects
-pen-and-paper artwork
-completed models of each plant (in 3DS Max)

What I have left to do:
-UV maps of each model
-texturing of models
-applying textures to models
-importing models & textures
-creating and importing icons for ingredients
-placing of plants in game

I have a few questions about proceeding from here
-Is there any advantage/disadvantage for using multiple textures/UV maps per model? I've noticed that many plants use multiple textures.
-Is there a preferred file format for textures? .bmp, .dds, .tga? What size should it be? 512x512 pixels? Would 1024x1024 pixels be too much?
-What tools/plugins do I need to export my models into Morrowind (.nif file format)? I am using 3DS Max 2010 for my modeling.
-What is the required file format and size of icons for Morrowind?
-Is there anything else that I'm missing?

I realize that there is some information out there about some of these issues, but I've found it to be confusing with so many disjointed and invalid links and tutorials. Tutorials would be of the most help, but any information that you could provide me with would be much appreciated. Happy modding!
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Sherry Speakman
 
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Post » Wed Jul 27, 2011 8:38 am

-Is there any advantage/disadvantage for using multiple textures/UV maps per model? I've noticed that many plants use multiple textures.


No disadvantage I can think of, but a great advantage is the level of detail and amount/depth of color available through using multiple textures.

Is there a preferred file format for textures? .bmp, .dds, .tga? What size should it be? 512x512 pixels? Would 1024x1024 pixels be too much?


This is trickier, because it depends upon the mesh that the file is being applied to. Icons always need .TGA though, and most textures are .DDS, though I've seen .BMP get used, and done so myself. Generally speaking, the size should be in either power of 2, or 8. I know Icons are always 32x32. You can find this out by looking at the sizes of the textures files on the Construction Set disc. That's how I learned. :)

What tools/plugins do I need to export my models into Morrowind (.nif file format)? I am using 3DS Max 2010 for my modeling.


I believe there's a plug-in for NifSkope that will do that, but don't quote me on that. :P

What is the required file format and size of icons for Morrowind?


*points to answer on file formats*

Is there anything else that I'm missing?


Make sure you give your ingredients some effects for when the player consumes/uses them for alchemy. Try to make them fairly unique.

I realize that there is some information out there about some of these issues, but I've found it to be confusing with so many disjointed and invalid links and tutorials. Tutorials would be of the most help, but any information that you could provide me with would be much appreciated. Happy modding!


It's almost always better to get a person helping you than a wall of text, I agree.
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Jack
 
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Post » Wed Jul 27, 2011 9:54 am

For the nif import/export, go http://niftools.sourceforge.net/wiki/3ds_Max.

By the way, I think this is a fantastic idea, and I hope you can see it through fully :)
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Sheila Esmailka
 
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Post » Wed Jul 27, 2011 6:31 pm

Well, I've run into a bit of a snag. I have my first few models fully textured and ready to export and.... I'm lost.

As I said above, I've never done this before and I'm a little confused on how to get my textured model into the game.
I tried following some online tutorials, but I am having a hard time following because either I'm using a different modeling program (3DS Max 10) or I'm just missing something.

From what I gather (and PLEASE correct me if I'm wrong), I have to get my model into NifSkope with the textures and then export it as a .nif file.
I'm having problems at this stage - I don't be able to save as either a .3ds or .obj file, which are the only two filetypes that NifSkope seems to be able to open.
Once this is accomplished, I believe I should then be able to see it (with associated textures) when imported into the Construction Set.
If someone could point me to a good tutorial or, even better, explain it to me step-by-step how to get from textured model to Construction Set that would be a huge help!
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Sammygirl500
 
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Post » Wed Jul 27, 2011 12:29 pm

what format are your models in at the moment.
"I don't be able to save as either a .3ds or .obj file, which are the only two filetypes that NifSkope seems to be able to open."
actually NIFscope opens nifs just fine.

now if you ment something other then OPEN please let me know.

basically export your model from your 3d program. using a plugin designed for it. in nif format. from there it should be straight forward just put your mesh and texture in the data files in what ever sub folders you are going to be putting them . open the nif in nifscope assign your texture save and you should be good go to
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lucile
 
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Post » Wed Jul 27, 2011 4:11 pm

There is a .nif import/export plugin you can add to 3ds Max. Once you have that plugin, you should be able to import/export .nif files.
I think there may be a tutorial somewhere on this but I am not sure.
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Pants
 
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Post » Wed Jul 27, 2011 8:46 pm

what format are your models in at the moment.
"I don't be able to save as either a .3ds or .obj file, which are the only two filetypes that NifSkope seems to be able to open."
actually NIFscope opens nifs just fine.

now if you ment something other then OPEN please let me know.

basically export your model from your 3d program. using a plugin designed for it. in nif format. from there it should be straight forward just put your mesh and texture in the data files in what ever sub folders you are going to be putting them . open the nif in nifscope assign your texture save and you should be good go to


My models are in .max format. I guess the problem I have is I don't have the correct plugin to be able to export as .nif files from 3ds max. Could someone point me in the direction of the plugin? I'm using 3ds max 10.
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Jodie Bardgett
 
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Post » Wed Jul 27, 2011 3:32 pm

http://niftools.sourceforge.net/wiki/NifTools and http://sourceforge.net/projects/niftools/files/max_plugins/

It's all available free at sourceforge. I hope you find what you're looking for.
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Stephani Silva
 
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