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

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imported>Edgeofforever
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== Premise ==
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.


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== Tools ==


The tools you will need are…
The tools you will need are…
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[https://sourceforge.net/project/showfiles.php?group_id=149157 Nifskope]
[https://sourceforge.net/project/showfiles.php?group_id=149157 Nifskope]


== The Process ==


To begin with:
To begin with:
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Step 1:  Obtain/Create your mesh in your 3d program.  You will need to UV map it as well, then place textures on it.  Oblivion supports color maps, specular maps, and normal maps (there are more, but they are not used by most meshes).  There are many, many tutorials on these subjects online- google the subject if you don’t know how it well.   
'''Step 1''':  Obtain/Create your mesh in your 3d program.  You will need to UV map it as well, then place textures on it.  Oblivion supports color maps, specular maps, and normal maps (there are more, but they are not used by most meshes).  There are many, many tutorials on these subjects online- google the subject if you don’t know how it well.   


However, I will mention this- if you are familiar with bump maps, grayscale images that represent height on a texture, it is fairly easy to convert these into a normal map.  Using the aforementioned normal map filter, accessible in Photoshop via Filters>Nvida Tools>Normal Map Filter, you can turn a grayscale image in Photoshop into an RGB normal map.  Explaining normal maps themselves is another matter- again, google it if the concept confuses you or you are unfamiliar with it.
However, I will mention this- if you are familiar with bump maps, grayscale images that represent height on a texture, it is fairly easy to convert these into a normal map.  Using the aforementioned normal map filter, accessible in Photoshop via Filters>Nvida Tools>Normal Map Filter, you can turn a grayscale image in Photoshop into an RGB normal map.  Explaining normal maps themselves is another matter- again, google it if the concept confuses you or you are unfamiliar with it.
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Step 2:  Export your textures as .dds files.  DDS stands for direct draw surface, a file type many games use.  You can export as dds from photoshop after installing the dds plugin, as referred to above.  To do so, just click Save as>dds
'''Step 2''':  Export your textures as .dds files.  DDS stands for direct draw surface, a file type many games use.  You can export as dds from photoshop after installing the dds plugin, as referred to above.  To do so, just click Save as>dds


I personally save as DXT 3 Explicit Alpha.  I had no need to fiddle with all the options, just make sure “create mipmap” is enabled.
I personally save as DXT 3 Explicit Alpha.  I had no need to fiddle with all the options, just make sure “create mipmap” is enabled.
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Step 3:Put your textures in your oblivion directory.... C:\Program Files\Bethesda Softworks\Oblivion\Data\textures\weapons.  If you have yet to make a weapon you will probably have to make some of these folders yourself.  A word of warning: DO NOT INCLUDE UNDERSCORES IN THE NAME OF YOUR WEAPON, WITH ONE EXCEPTION.  This exception is the normal map, which should be “myweapon”_n.dds.  Both textures should be in the same directory.
'''Step 3''':Put your textures in your oblivion directory.... C:\Program Files\Bethesda Softworks\Oblivion\Data\textures\weapons.  If you have yet to make a weapon you will probably have to make some of these folders yourself.  A word of warning: DO NOT INCLUDE UNDERSCORES IN THE NAME OF YOUR WEAPON, WITH ONE EXCEPTION.  This exception is the normal map, which should be “myweapon”_n.dds.  Both textures should be in the same directory.


Thus, your textures will look like…
Thus, your textures will look like…
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Step 4: Export with Civ4.
 
'''Step 4''': Export with Civ4.


Make a new shader (blinn) and only assign it a diffuse map. Go to export>Civ4 (NIF). Make sure to check original images. Here are screenshots of the material editor and exporter...
Make a new shader (blinn) and only assign it a diffuse map. Go to export>Civ4 (NIF). Make sure to check original images. Here are screenshots of the material editor and exporter...
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Step 5: Nifskope.
 
'''Step 5''': Nifskope.


First, make sure block details are on.
First, make sure block details are on.
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FOR BLENDER USERS:
 
== Blender Method ==
 
For Blender Users:


First, if you aren’t familiar with Blender, it can be a little confusing.  Take the time to learn how to navigate it if you must…I will assume you can get around it on your own.
First, if you aren’t familiar with Blender, it can be a little confusing.  Take the time to learn how to navigate it if you must…I will assume you can get around it on your own.
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REMEMBER TO CHANGE THE SCALE TO 1.
REMEMBER TO CHANGE THE SCALE TO 1.


Step 1:  Export from your 3d program as an OBJ.  Disable everything but texture coords and smoothing groups.   
 
 
'''Step 1''':  Export from your 3d program as an OBJ.  Disable everything but texture coords and smoothing groups.   
[http://img.photobucket.com/albums/v665/EdgeOfForever/exportforblender.jpg OBJ Options]
[http://img.photobucket.com/albums/v665/EdgeOfForever/exportforblender.jpg OBJ Options]


Step 2: Import the wavefront OBJ in blender.


Step 3:  Hit F6.  Click new texture, and for the type, choose image.  Navigate to any image, you can change this later.  It just has to have a texture in place (I believe).
 
'''Step 2''': Import the wavefront OBJ in blender.
 
 
 
'''Step 3''':  Hit F6.  Click new texture, and for the type, choose image.  Navigate to any image, you can change this later.  It just has to have a texture in place (I believe).
[http://img.photobucket.com/albums/v665/EdgeOfForever/blendermaterial.jpg Screenshot]
[http://img.photobucket.com/albums/v665/EdgeOfForever/blendermaterial.jpg Screenshot]


Step 5: Hit F5.  Look for the tab on top of the bottom right menu…click map input.  Choose the UV tab.
 
 
'''Step 5''': Hit F5.  Look for the tab on top of the bottom right menu…click map input.  Choose the UV tab.
[http://img.photobucket.com/albums/v665/EdgeOfForever/blenderuv.jpg Screenshot]
[http://img.photobucket.com/albums/v665/EdgeOfForever/blenderuv.jpg Screenshot]


Step 6: Do a test render by going to render>render current frame.  If your weapon has a texture you should be good.


Step 7: Export as NIF format.  If you get the UV coord error, you did not perform step 5 correctly.  Open it in nifskope.  If you can view your mesh and have a texture node in the file, you did everything right.  Proceed as Max users would (Step 5).
 
'''Step 6''': Do a test render by going to render>render current frame.  If your weapon has a texture you should be good.
 
 
 
'''Step 7''': Export as NIF format.  If you get the UV coord error, you did not perform step 5 correctly.  Open it in nifskope.  If you can view your mesh and have a texture node in the file, you did everything right.  Proceed as Max users would (Step 5).








If at this point something went wrong- don't be surprised.  By the length of the s
If at this point something went wrong- don't be surprised.  By the length of the steps alone, much can go awry.  Please take time to trouble shoot and double check yourself.