Difference between revisions of "From 3dsmax to Oblivion CS"

110 bytes added ,  00:32, 28 July 2008
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imported>ShadowDancer
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==Getting it to Oblivion==
==Getting it to Oblivion==


Now, when everything is ready, save our nif file, and open CS.
Now, when everything is ready, save the nif file, and open CS.


Open "File" menu, choose "Data".
Open the "File" menu, and choose "Data".
Any group of modifications to game is called plugin and saved to esp file. If you want just test your mesh, you can create temporary mod by selecting Oblivion.esm in this list and clicking OK. However, if you have existing mod, you don't need any help from me :)
Any group of modifications to a game is called a plugin and saved to an esp file. If you want just to test your mesh, you can create a temporary mod by selecting Oblivion.esm in this list and clicking OK. However, if you have an existing mod, you don't need any help from me :)


In Cell View select "Tamriel" World Space, then ICWaterfront03 (you will recognize this location).
In the Cell View select the "Tamriel" World Space, then ICWaterfront03 (you will recognize this location).


I assume your mesh already is in some Data\Meshes\Test folder (this is just example). In Object Window, expand "World Objects" -> Static, and select it. Then right click on any object, choose "New". Click "Add NIF File", and browse for your file. When you are done, you can also change ID property in editor. Click OK, and you mesh should appear under Static\Test. Then drag it to render window. Move it with left mouse button, rotate with right, move up/down with Z pressed, rotate view with shift. More information in [[A_beginner%27s_guide%2C_lesson_1_-_The_Construction_Set_Primer|A beginner's guide - The Construction Set Primer]].
I assume your mesh already is in some Data\Meshes\Test folder (this is just an example). In the Object Window, expand "World Objects" -> Static, and then select it. Then right click on any object, choose "New", click "Add NIF File", and browse for your file. When you are done, you can also change the ID property in the editor. Click OK, and your mesh should appear under Static\Test. Then drag it to the render window. Move it with left mouse button, rotate with the right mouse button, move up/down with Z button pressed, rotate view with the shift button pressed. More information on this is in [[A_beginner%27s_guide%2C_lesson_1_-_The_Construction_Set_Primer|A beginner's guide - The Construction Set Primer]].


Good luck!
Good luck!
Anonymous user