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

no edit summary
imported>ShadowDancer
m (wikifying link, typo, formatting)
Tag: Manual revert
 
(10 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Byline}}
Created by [[User:EdgeOfForever|EdgeOfForever]]
edited by Treleth


== Premise ==
== Premise ==
Line 27: Line 23:
[http://www34.brinkster.com/ghostwheel/ TES4BSA] - Unpacks the oblivion master files (so you can see the models and textures)
[http://www34.brinkster.com/ghostwheel/ TES4BSA] - Unpacks the oblivion master files (so you can see the models and textures)


Check this part of the Wiki on how to use it.
Check [[BSA Unpacker Tutorial|here]] on how to use TES4BSA to unpack files.
[[BSA Unpacker Tutorial|Tutorial]]


Civilization 4 NIF Exporter Plugin (version 7 is compatible with version 8 of 3ds Max)
Civilization 4 NIF Exporter Plugin (version 7 is compatible with version 8 of 3ds Max)
Line 38: Line 33:


[https://sourceforge.net/project/showfiles.php?group_id=149157 NifSkope]
[https://sourceforge.net/project/showfiles.php?group_id=149157 NifSkope]


== The Process ==
== The Process ==


To begin with:
To begin with:
This tutorial assumes you are aiming to make a 2 handed sword.  Other weapon types are possible with this method (with the possible exception with bows), but require a bit more tweaking.  I personally use 3ds Max 8.  I will also assume you are using Photoshop when I talk about texturing.
This tutorial assumes you are aiming to make a 2 handed sword.  Other weapon types are possible with this method (with the possible exception of bows), but require a bit more tweaking.  I personally use 3ds Max 8.  I will also assume you are using Photoshop when I talk about texturing.






'''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 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.
Line 101: Line 93:


Save the file in your meshes directory, such as C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\weapons, and go into the CS and place it.  You can place it by right clicking under Weapons and choosing New. Remember to give it health, make it a 2 handed sword (or whatever), speed, reach, damage, and weight.  And of course assign it the NIF you just made.  Load up a cell, drag drop your weapon in, and run a Havok sim (World>Run Havok Sim).  Save your new plugin and test it out.
Save the file in your meshes directory, such as C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\weapons, and go into the CS and place it.  You can place it by right clicking under Weapons and choosing New. Remember to give it health, make it a 2 handed sword (or whatever), speed, reach, damage, and weight.  And of course assign it the NIF you just made.  Load up a cell, drag drop your weapon in, and run a Havok sim (World>Run Havok Sim).  Save your new plugin and test it out.


== Blender Method ==
== Blender Method ==
Line 153: Line 141:
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:NifSkope Tutorials]]
[[Category:NifSkope Tutorials]]
[[Category:Modeling_and_Texturing_Tutorials]]
[[Category:Modeling Tutorials]]
Anonymous user