Maya to Blender to Nif

Post » Thu Oct 14, 2010 9:11 pm

I removed the specular property but it is still very shinny, any other thoughts. I'll search for a Tutorial on the collisions, I'm assuming that is inside Blender? As for changing the vertex scale, how would I go about doing that? Is it a setting in Blender or is it somewhere in the import script?

**Edited**
Looking in the import script I see this:

# Scale objects		max_axis= max(axis_max[0]-axis_min[0], axis_max[1]-axis_min[1], axis_max[2]-axis_min[2])		scale= 1.0				while CLAMP_SIZE < max_axis * scale:			scale= scale/10.0				for ob in new_objects:			ob.setSize(scale, scale, scale)


Not sure how I need to adjust that though.
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Dalia
 
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Post » Thu Oct 14, 2010 2:52 pm

the shiney is likely due to materials and spec map. just check your gloss and spec levels and your spec map.

the obj scale I'm sure has a fix. I don't export from either platform, so don't know the exact fix. there should be a dialog box at exporting an obj. alternatively, Try using fbx instead of obj, if that is viable with blender.
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Ian White
 
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Post » Thu Oct 14, 2010 5:47 pm

Not sure what is off.

Here is my NiSpecularProperty: http://fallout3mod.com/resources/misc/SpecProp.jpg
Here is my NiMaterialProperty: http://fallout3mod.com/resources/misc/MatProp.jpg

I tried setting the Glossiness down to 10 and 5 and there was no apparent change. Tried removing the NiSpeclarProperty and there was no apparent change. Any suggestions on what fields need to be changed there?

Also, as far as the scaling I found a new .obj importer http://www.euclideanspace.com/threed/threedsoftware/blender/character/obj/index.htm that has a scale option and it seems to work. So once the shiny issue is resolved then we'll be able to actually import models across from Maya to Blender to Nif! It's been a long road but it's finally almost to the end! :)
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Marlo Stanfield
 
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Post » Thu Oct 14, 2010 7:00 pm

check your spec map. they are in the alpha channel of the normal map
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dell
 
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Post » Thu Oct 14, 2010 3:52 pm

check your spec map. they are in the alpha channel of the normal map


Are you saying in the model itself, not the .nif file? Do I need to check it in Blender (where?) or does our modeler need to look in Maya?

**Edited**

I even tried not using the normal map and it is still shiny.
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Nienna garcia
 
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Post » Thu Oct 14, 2010 2:10 pm

annoying as it is- specular maps are located in the normal maps alpha channel. in the dds file. if you want to edit it you would use photoshop or GIMP.

the only thing I can think of besides the already mentioned shaders/material/textures/specularproperty is vertex colors. usually that wouldn't make things super shiney.

You might just be best uploading a nif and the normal map, and I could check it out myself.
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KU Fint
 
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Post » Thu Oct 14, 2010 11:12 am

So after all this I'm finally getting models from Maya to Blender to Nifskope to Fallout 3. YAY!

I'm also in the process of writing a tutorial I'm hoping I can get some feedback on.

However, I've run into a new issue and I'm not sure if it is related to the process of getting the models in the game or just a setting in the GECK that needs to be changed. I was running some tests just to make sure the collision was working and everything looked ok, when I pulled out a gun to verify bullet holes. It seems to work on part of the model but not the whole thing.

I've put up a video here to give a better idea: http://www.youtube.com/user/Dakcenturi?feature=mhw5#p/a/E2D8D1FFA6B3C9DD/2/y5441uTwcvM

Any suggestions?
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Farrah Lee
 
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Post » Thu Oct 14, 2010 12:47 pm

is the collision fully working otherwise? or is just that the bullet hole impact decals won't show up? what type of collision are you using, boxes, convexvertices, tristrip/Mopp?
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Sabrina Steige
 
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Post » Thu Oct 14, 2010 4:19 pm

is the collision fully working otherwise? or is just that the bullet hole impact decals won't show up? what type of collision are you using, boxes, convexvertices, tristrip/Mopp?



It seems to work other than the bullet holes. I used triangle mesh for the collision:

http://fallout3mod.com/resources/misc/collision.jpg
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Brentleah Jeffs
 
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Post » Thu Oct 14, 2010 10:47 am

i don't use blender. I guess that exports as a tri or Mopps then right?
Only thing I can think of without more info, is the face normals, perhaps the part not working got flipped.
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Arnold Wet
 
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Post » Thu Oct 14, 2010 10:19 am

i don't use blender. I guess that exports as a tri or Mopps then right?
Only thing I can think of without more info, is the face normals, perhaps the part not working got flipped.


Sorry, can you explain what you mean?
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DAVId Bryant
 
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Post » Thu Oct 14, 2010 8:40 pm

collision comes in a few flavors. I know you have encountered a few already- Mopps is what you want in this instance. so check the collision node in nifskope, if you see the collision under a node with Mopp in it, its like bhk mopp tree something, forget what off hand. then your good.

The face normals- well I was thinking, if its pointing the wrong way maybe the decal shows up on the other side or something, its possible to get some weirdness happening :shrug: It's just a complete guess.

tbh its probably not it at all. :D

i'm just throwing random stuff out there- you could post the nif so I won't have to speculate.
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An Lor
 
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Post » Thu Oct 14, 2010 10:31 pm

Here is one of the .nif files: http://fallout3mod.com/resources/test/F3M_SS_Wall_Big.nif

Also, having an issue with some .psd conversion to .dds. My modeler/texturer sent me the .psd files for some new models since we've had issues with him doing the conversions. I can convert the normal maps but when I try to convert a normal texture that has an area that is suppose to not be visible (the black area) it throws an error.

http://fallout3mod.com/resources/misc/ddsconverterror.jpg

I don't even have the option for what version of DXT to use.

We are having issues with ones he has converted that have those black areas that aren't suppose to show up in game so I'm sure there is probably some relation between the two issues.
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Farrah Lee
 
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Post » Thu Oct 14, 2010 9:31 pm

looked at the nif. everything looks good- remove sf_shadow_frustum from the shaders- according to saiden it has to do with alpha edge blending or something. :shrug:
I would remove the nistencilproperty. It shouldnt have anything to do with the impact decals.
specularproperty Is it needed for anything?
the only thing that I could see that I might try would be in the change DEACTIVATOR_NEVER to DEACTIVATOR_SPACIAL in the ridgedbody block.

tbh I doubt aby of those are it. But its worth a try. Not much help I'm afraid< though it could be something wrong with the collision mesh before export. but there's no way for me to help you if that's the case.

when you are trying to save as a dxt5- which is what I'd do with that particular texture, you have an alpha channel, but haven't flatten the layers, you will get that error. Flatten layers before export.
< but don't save the flattened image over the psd, you never know if you will need it again, keep vast archives of raw psds. I go so far as keeping notes of colors of materials, particular lighting setups for baking, materials, color swatches for projects, I've wished I had kept wip files so many times I try to keep myself organised. however I have about 30gigs of dev files every 4months or something...

you have to add a nialphaproperty to any trishape/strip you want to enable alpha textures on.
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Thomas LEON
 
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Post » Thu Oct 14, 2010 3:13 pm

looked at the nif. everything looks good- remove sf_shadow_frustum from the shaders- according to saiden it has to do with alpha edge blending or something. :shrug:
I would remove the nistencilproperty. It shouldnt have anything to do with the impact decals.
specularproperty Is it needed for anything?
the only thing that I could see that I might try would be in the change DEACTIVATOR_NEVER to DEACTIVATOR_SPACIAL in the ridgedbody block.

tbh I doubt aby of those are it. But its worth a try. Not much help I'm afraid< though it could be something wrong with the collision mesh before export. but there's no way for me to help you if that's the case.


I'll try this out and see how it goes.

when you are trying to save as a dxt5- which is what I'd do with that particular texture, you have an alpha channel, but haven't flatten the layers, you will get that error. Flatten layers before export.
< but don't save the flattened image over the psd, you never know if you will need it again, keep vast archives of raw psds. I go so far as keeping notes of colors of materials, particular lighting setups for baking, materials, color swatches for projects, I've wished I had kept wip files so many times I try to keep myself organised. however I have about 30gigs of dev files every 4months or something...


This seemed to work. Since there was only one layer I didn't think to flatten the image. Thanks!


you have to add a nialphaproperty to any trishape/strip you want to enable alpha textures on.


Can you provide more details?

Also to give you an idea of what you've helped us do!! :)

http://fallout3mod.com/resources/ShadySands/F3MSSClose.jpg
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TOYA toys
 
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Post » Thu Oct 14, 2010 9:16 am


Can you provide more details?

rightclick any trishape/strip>node>attach property>nialphaproperty

there are different flags in the alpha property- you are best off studying a vanilla nif that has a similar setup as you want to achieve.
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trisha punch
 
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