weapon creation

Post » Mon Jan 31, 2011 11:06 pm

so im new to the moding scene. is it possible to instead of modeling with blend do the modeling with 3ds max and just do a conversion?
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brandon frier
 
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Post » Mon Jan 31, 2011 11:32 pm

I'm not sure, both are really hard, as what it comes down to is getting it right in Nifskope, which after 4 years of trying to do in Oblivion, and 1 of trying in FO3, I still can't manage to do lol.
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Stephani Silva
 
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Post » Tue Feb 01, 2011 8:39 am

It should be. I know you can (obviously) with blender, and I have done it many times. So I imagine it should be possible with 3ds max, as that is a rather prominant modeling program.
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Adam Kriner
 
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Post » Tue Feb 01, 2011 7:11 am

You'll just need to find a plugin to let you export as a nif.
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Raymond J. Ramirez
 
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Post » Tue Feb 01, 2011 12:54 am

sweet. thanks guys
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jess hughes
 
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Post » Tue Feb 01, 2011 3:49 am

You'll just need to find a plugin to let you export as a nif.

Yep, or just save it as a regular .obj, then open it and save it with Blender as a .nif.
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Lisha Boo
 
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Post » Tue Feb 01, 2011 4:59 am

I'm a max user. so is saidenstorm. Surprised people don't know that max is nearly as supported blender.

the niftools plugin is fairly full featured. at the moment you can't export particles, morphs, and several animation types-texture transforms, material/alpha controllers etc. which blender doesn't support either. and often can be post processed in.

apparently even morphs and particles can be hex edited. all my attempts to do so failed though. only saiden knows how thats done. i'm just avoiding morphs, and its possible to hijack a vanilla particle system for any basic use, and mess with it via nifskope.

evertything else can be virtually exported straight to a in game working nif. collision and fallout dismemberment is also supported. but you might have to make 2 changes in nifskope if its not a skinned mesh.
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Lisa
 
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