How do i import my .obj into fallout 3?

Post » Sat May 28, 2011 10:47 pm

I edited the chinese stealth armour by adding things onto it. Once i finish editing it, what do i do next? as in, texturising it, i know it's a lot to ask for so just give a link or something.

I tried to import the unfinished, untextured just to see if it would work, but with the NiTriShapeData part, i have eleven more of them than the original stealth armour.

How do i get this working?
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Ben sutton
 
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Post » Sat May 28, 2011 8:35 pm

I assume your trying to export your .obj file for the stealth armor into the .nif file format so you can use it in game?

I'm not sure why you have the file in the .obj format, since it would probably be more logical to just import the original armor as a .nif file. Then, you can edit the mesh as needed and export it later as a new .nif file. To work with the .nif file format, you're going to need the appropriate Niftools plugin installed for your 3D modeling program of choice.

On the other hand, you could also try to export the .obj file as a .nif file. I'm sure its possible, but I don't use the .obj format so I don't really know.

Before you can apply new textures to the stealth armor, you will need to edit the UV map for it so that your changes to the armor are reflected in the UV map. After you finish creating the UV map, you can export a template of the UV map from your modelling program or Nifskope to use when you create the texture. You can use this UV template with Photoshop, GIMP, or whatever paint program you prefer.

As for textures, you're going to need at minimum a diffuse map and a normal map. Once created, you can apply them to your mesh via Nifskope and the BSShaderTextureSet block. You can also apply the textures to the material you assigned your mesh in your modeling program, and then the textures should show up in Nifskope when you export the model.

I'm not very familiar with the specifics of creating armor yet, but you will probably want to edit the skinning/weight painting of the armor after you make changes to it. This ensures that your armor animates/deforms properly with the skeleton controlling the character animations.

I tried to import the unfinished, untextured just to see if it would work, but with the NiTriShapeData part, i have eleven more of them than the original stealth armour.


I'm not sure what you mean... but the number of NiTriShapeData blocks you have depends on how many parts your mesh was divided into when you exported it. If you have eleven more than the original, then you must have added 11 additional separate objects to the mesh. If you want to have less NiTriShapeData blocks, then try to attach/combine the different parts of your mesh together before exporting.

Getting custom armor to work in-game has to be one of the more difficult things to accomplish. I don't think there are many decent tutorials out there. And chances are, most tutorials you find will be somewhat outdated. If you're not familiar with the .NIF file format and using Nifskope, I would recommend learning how to work with simpler objects like statics and weapons first.
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Mr. Allen
 
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