Difference between revisions of "3ds Max/NifSkope: Custom Weapons"

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imported>Edgeofforever
imported>Edgeofforever
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The aim of this tutorial is to help you get a mesh from a 3d program into Oblivion with collision data (it won’t fall through the floor), a color map and a normal map, and with correct lighting interaction.  At the time of writing this there is no official exporter, thus we are making due with nifskope and the civ4 plugin (for 3ds max).  Please keep in mind that while I will try to make this as user friendly as possible that troubleshooting will likely be needed, and that google is a wonderful tool.
The aim of this tutorial is to help you get a mesh from a 3d program into Oblivion with collision data (it won’t fall through the floor), a color map and a normal map, and with correct lighting interaction.  At the time of writing this there is no official exporter, thus we are making due with nifskope and the civ4 plugin (for 3ds max).  Please keep in mind that while I will try to make this as user friendly as possible that troubleshooting will likely be needed, and that google is a wonderful tool.


*There is a method for blender, but it has its problems- as of now, the blender plugin by the nifskope team doesn’t seem to create the new smoothing groups upon export like the civ4 one does (this is just my speculation).  This means your object will be lit slightly oddly, but your spec maps and HDR will work.  Go to the very bottom for this method.


'''This method is superior to importing OBJs in Nifskope because importing OBJs will result in incorrect smoothing groups and lighting.  This means your weapons will have little to no specular information, generally dark textures, and wonky normal maps.  Many weapons have been released in mods like this, thus stifling their potential.  These lengthly steps do pay off if you're looking to produce quality content.'''
'''This method is superior to importing OBJs in Nifskope because importing OBJs will result in incorrect smoothing groups and lighting.  This means your weapons will have little to no specular information, generally dark textures, and wonky normal maps.  Many weapons have been released in mods like this, thus stifling their potential.  These lengthly steps do pay off if you're looking to produce quality content.'''
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[http://smg.photobucket.com/albums/v665/EdgeOfForever/?action=view&current=ScreenShot12.jpg OBJ Importing]
[http://smg.photobucket.com/albums/v665/EdgeOfForever/?action=view&current=ScreenShot12.jpg OBJ Importing]
[http://smg.photobucket.com/albums/v665/EdgeOfForever/?action=view&current=ScreenShot21.jpg This method]
[http://smg.photobucket.com/albums/v665/EdgeOfForever/?action=view&current=ScreenShot21.jpg This method]
*There is a method for blender, but it has its problems- as of now, the blender plugin by the nifskope team doesn’t seem to create the new smoothing groups upon export like the civ4 one does (this is just my speculation).  This means your object will be lit slightly oddly, but your spec maps and HDR will work.  Go to the very bottom for this method.