Conversion: Oblivion's Revan Armor

Post » Tue Dec 07, 2010 4:22 pm

I saw screenshots from http://www.fallout3nexus.com/downloads/images/12856-1-1275240799.jpg. I can't find this armor anywhere on Fallout 3 Nexus. I google searched it, and it's on a private Fallout 3 board; a guy named Myth converted the Oblivion files. I have no idea how to do this. Would anyone be up for it?

http://www.tesnexus.com/downloads/file.php?id=14199

Link to the Oblivion mod here.

Thanks guys!
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Oceavision
 
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Post » Tue Dec 07, 2010 10:57 am

(Step 0: Get Blender, get Blender nif scripts)
Step 1: File->Import .nif into Blender
Step 2: File->Export .nif from Blender (Game: Fallout 3, Type: Cloth)
Step 3: Not release as it reuses meshes from Oblivion
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Nice one
 
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Post » Wed Dec 08, 2010 12:22 am

(Step 0: Get Blender, get Blender nif scripts)
Step 1: File->Import .nif into Blender
Step 2: File->Export .nif from Blender (Game: Fallout 3, Type: Cloth)
Step 3: Not release as it reuses meshes from Oblivion


Is Blender part of G.E.C.K?
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Danel
 
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Post » Tue Dec 07, 2010 4:32 pm

If it was, why would I have told you to get it?
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Pumpkin
 
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Post » Tue Dec 07, 2010 10:20 pm

When you said 'not release' did you mean onto texnexus, or is that a command in Blender?
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Eddie Howe
 
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Post » Tue Dec 07, 2010 6:21 pm

Nexus.
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laila hassan
 
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Post » Tue Dec 07, 2010 10:47 pm

(Step 0: Get Blender, get Blender nif scripts)
Step 1: File->Import .nif into Blender
Step 2: File->Export .nif from Blender (Game: Fallout 3, Type: Cloth)
Step 3: Not release as it reuses meshes from Oblivion

wait wait... is it really that simple?
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glot
 
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Post » Tue Dec 07, 2010 12:12 pm

Not *quite*. I forgot they renamed the Twist bones (ForearmTwist is now ForeTwist, L UpperarmTwist is now LUpArmTwistBone), so you'd need to open the nif and rename them to fit. Unfortunately it turns out the Upper Arm Twist bones for the Fallout and Oblivion skeletons are in different positions, http://img228.imageshack.us/img228/5923/glassw.jpg, although anyone planning on bulk-conversion could easily remove these two steps and http://img708.imageshack.us/img708/500/glass2g.jpg by adding the UpperarmTwist and ForearmTwist bones to the Fallout skeleton.

Either way, it'll work for helmets, gloves, boots and greaves without much problem.
(E: The reticule isn't an error, it's something I was testing at the time)
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Ana Torrecilla Cabeza
 
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Post » Tue Dec 07, 2010 9:32 pm

Not *quite*. I forgot they renamed the Twist bones (ForearmTwist is now ForeTwist, L UpperarmTwist is now LUpArmTwistBone), so you'd need to open the nif and rename them to fit. Unfortunately it turns out the Upper Arm Twist bones for the Fallout and Oblivion skeletons are in different positions, http://img228.imageshack.us/img228/5923/glassw.jpg, although anyone planning on bulk-conversion could easily remove these two steps and http://img708.imageshack.us/img708/500/glass2g.jpg by adding the UpperarmTwist and ForearmTwist bones to the Fallout skeleton.

Either way, it'll work for helmets, gloves, boots and greaves without much problem.
(E: The reticule isn't an error, it's something I was testing at the time)


I've heard that Fallout 3's skeletons are different than Oblivion's. How do I compensate for it?
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Killer McCracken
 
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Post » Wed Dec 08, 2010 3:18 am

I've heard that Fallout 3's skeletons are different than Oblivion's. How do I compensate for it?

You should try reading what he wrote. I understand it perfectly.

Thanks TTT
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Vahpie
 
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Post » Tue Dec 07, 2010 2:25 pm

I figured it'd be easier to just do the skeleton stuff myself and put it on Nexus. http://www.fallout3nexus.com/downloads/file.php?id=13881
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Ashley Tamen
 
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Post » Wed Dec 08, 2010 2:08 am

Thank you for that mod, Talkie Toaster! I've always loved your mod work and routinely use especially your companion recruitment mods.

Again, I'm sorry if I seemed rude or if I seemed like I wasn't reading. I'm just trying to be very thorough because I don't have a lot of time to play around on my computer. I'm getting around to download Blender now, but I've run into a snag.

I got the 64-bit zip fixed up, but Blender says that nif isn't a readable file.
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victoria gillis
 
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Post » Tue Dec 07, 2010 1:58 pm

Don't use File->Open, use File->Import Nif.

For reference, everything in your Program Files (x86) directory is a 32 bit program. Probably most of the programs you have installed are 32 bit.
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no_excuse
 
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Post » Tue Dec 07, 2010 9:10 pm

Blender seems incapable of detecting python 2.7 and I can't find 2.6. Are there any sites you know of that might have it?
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Sylvia Luciani
 
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Post » Tue Dec 07, 2010 3:58 pm

the same site you got 2.7 on. blender isnt compatible with 2.7
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Josh Dagreat
 
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