Using Meshes From Oblivion

Post » Wed Dec 22, 2010 2:51 am

This is a rather quick question. You see for Oblivion there are a lot of good static meshes as modders resources. I'm wondering it would be ethical (I'd like message the author anyway) and/or possible to take a mesh from an Oblivion resource and use it for Fallout? Now I know some meshes like trees, armour and weapons, require extensive converting. But what about a run of the mill static mesh?
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Peter lopez
 
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Post » Wed Dec 22, 2010 2:25 am

Here is the restriction you need to abide by:

If it isn't an Oblivion mesh and was made without any kind of use of Oblivion meshes, and if you have explicit permission from the modder, OK. If it is a modification or use of an existing mesh from another game, the answer is categorically "no". Your licence to use those meshes does not extend to using them in any other game, even games Bethesda created.

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Hope Greenhaw
 
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Post » Wed Dec 22, 2010 11:38 am

Thanks very much, one question down.
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Claire Mclaughlin
 
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Post » Wed Dec 22, 2010 11:18 am

Yup - certain modders like mighty_joe_young are typically very open with their resources; others, not so much. Just drop the modder a line.
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Floor Punch
 
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Post » Wed Dec 22, 2010 7:10 am

I still need to know how practical it is though, if it's possible to actually do it.
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Tinkerbells
 
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Post » Wed Dec 22, 2010 1:18 pm

Since both games use the same engine, I would expect that it would be as straight forward as making a new object set in the Geck and pointing said objects to the meshes you are importing.
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Britney Lopez
 
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Post » Wed Dec 22, 2010 2:07 am

I agree with pkleiss. The game engines are so alike (FO3's just updated and fixed a bit) that the objects should work identically for both, its just a matter of setting it up in the GECK. Likewise, objects from FO3 should work with NV when it comes out, and Oblivion ones probably will too.
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Dark Mogul
 
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Post » Wed Dec 22, 2010 4:19 am

Since both games use the same engine, I would expect that it would be as straight forward as making a new object set in the Geck and pointing said objects to the meshes you are importing.

same engine. but different versions. 20.0.0.5 and 20.2.0.7.

There are large differences. one major thing, everything now has a name in a string index list. So everything in the nif is, I guess, actually stored& thus read slightly differently. let alone all the completely new block types bethesda introduced to the nif format for F3, basically anything with BS. BSShaderPPLightingProperty, BSFadeNodes, some particle nodes, etc

Is not that simple. any oblivion nifs will need a conversion to a format consumable by F3.

Likewise, objects from FO3 should work with NV when it comes out, and Oblivion ones probably will too.

Highly speculative! and from past experience, they be always udating the engine, its unlikely. but entirely possible- we just won't know until we actually know
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Chica Cheve
 
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Post » Wed Dec 22, 2010 9:00 am

Well, there you have it. So its not straight forward at all and would requie a modeler's touch or Nifskope expert to do.
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Vahpie
 
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Post » Wed Dec 22, 2010 1:31 pm

Yup- this is why custom particles/morphs/and several other forms of animations are possible for oblivion but not F3. Slightly more than annoying for me. morphs and particles were something I had gotten a good bit further than basic level with. I was starting with setting up deflectors and forces... which is probably why I'm onto experimenting with custom rigs, at least they are still possible. :brokencomputer:

anyway about conversion.

I have no idea about collision blocks.(maybe!)

but mesh data would be entirely possible to transfer via nifskope pretty easily. So technically, anyone could do it successfully.

I might do the import/export to get it into F3 version. Would really depend on what it is, and the scope of the project. :shrug:
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Yama Pi
 
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Post » Wed Dec 22, 2010 6:55 am

Wouldn't something like an unmovable static be a lot easier to get working than say a weapon that was made for Oblivion?
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JLG
 
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Post » Wed Dec 22, 2010 3:13 am

Yup- this is why custom particles/morphs/and several other forms of animations are possible for oblivion but not F3.


These are all possible check out SSP the Slimes uses morphs as does the Fermions Rift Portal and EVERY particle system contained is custom exported from Max -> I will admit that HEX editing nif conversions is a total pain in the A$$ but it does work if you know how to or know how to code you own conversion tool from CivIV to FO3 :).

I also have systems in place for being able to animate things that do not even exist in the CivIV format like refraction.
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meg knight
 
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