If you're interested in working with graphics for Skyrim, you'll need some extra tools.
NifTools has several utilities for .nif (model) files, NifSkope and im/exporters for Max/Maya/Blender.
*Current version of NifSkope is 1.1.0 RC5, and this copy of nif.xml for NifSkope is newer, and offers better descriptions for the data you see, particularly in the shader config area.
http://forums.nexusmods.com/index.ph...rim-tutorials/
Not all the tools are completely up to the task for Skyrim yet, current workarounds are in the tutorials listed here.
I think most folk are using Fallout Mod Manager to extract files from the .bsa archives.
Replies
Does anybody have any idea how in the hell to get the CK to stop causing windows to "ding" at me? I'm getting that loud windows "ding" noise anytime I do just about anything. In the render window, if I rotate the scene and cause it to technically be in another cell I get a ding (happens every few seconds rotating things editing outdoor environments). If I switch between the render window and click something in the object window, I get a ding.
It's driving me crazy.
Aside from that, I'm very pleased to see that the creation kit functions pretty much just like the old construction kit did. I was expecting that, but it's still nice to be able to just jump in and know what's what. Gonna make a house soon!
NifTools has several utilities for .nif (model) files, NifSkope and im/exporters for Max/Maya/Blender.
*Current version of NifSkope is 1.1.0 RC5, and this copy of nif.xml for NifSkope is newer, and offers better descriptions for the data you see, particularly in the shader config area.
http://forums.nexusmods.com/index.php?/topic/522532-skyrim-tutorials/
Not all the tools are completely up to the task for Skyrim yet, current workarounds are in the tutorials listed here.
I think most folk are using Fallout Mod Manager to extract files from the .bsa archives.
Can't wait to see what awesomeness some people here are going to pull out their sleves.
Still works like before
Used nifscope and importetd as .obj, then set the texture paths, as I did since morrowind.
I am interested in trying a more direct way though, gotta check all those new tutorails.
Is there actualy some reference for the texture work this time?
Most of the shader options in NifScope are sill a mystery to me.
Guess thats why it looks THAT flat.
Thats how it is supposed to look like:
http://fc08.deviantart.net/fs71/i/2010/077/8/a/Coresword_2___Details_Sheet_by_The_5.jpg
SOLVED:
Had to export it straight to .nif including tangents:
good stuff already
On another note:
I can't help you much on that skeleton thingie, gir, but I couldn't help but recognize your name. Are you affiliated with the development a mod called Moviebattles by any chance? Huge fan if so.
The Video in the OP descirebes it. You got to set the paths to the textures inside NifScope, at least thats how I always did it.
Setting the Texture Path
I have a question that's probably a bit stupid:
As far as Mr. Google told me, you can extract animations with NifTools from skyrim as well.. The thing is though that while reading the extraction and implementation instructions I got the impression that the nif exporter and importer does not work for maya, only for max, blender and xsi (?). Is that correct? I mean most tutorials seem to use max and the rest blender..
I know throttlekitty wrote that its for Maya as well, but im just asking to make sure.
http://mod.gib.me/skyrim/functions.html
my bad, this is even better:
http://www.creationkit.com/Category:Papyrus
Correct, but we do have a dev currently working on the Maya plugin now, and has some animation and skyrim support.
Ah cool, thanks for the info man! Can't wait to take a look at those skyrim animations
I'm wondering this as well. I'm toying with the idea of creating a wizard's tower mod and quest line (LOTR style), but I'd really like to do some tests with my rough model:
I have it exported to NIF and everything looks ok in NIF Scope, but I can't find my model in the Creation Kit.
Ive been messing around and im wondering the extents of the engine i dont feel like rendering out 4096 1024 heightmaps atm but im wondering if its possible.
smaller tests resulted in poor results
HKX -> HK -> KF converter
The read-me prepared by figment explains most of the process for conversion.
Theres also a "hack" which doesnt use the compressed coll., but its not very precise.
Until this is solved, it seems pointless to work on buildings etc.
I'd recommend xnormal, although we haven't yet synced baker to engine, so typical smoothing error potential exists.
http://fallout3.nexusmods.com/mods/640
I've already downloaded something about ten mod packs but
there are meshes only for bodies and for faces only textures (
For example, the Elements, Giants and Mammoths would be good ballparks for me.
It's Editor ID is FireBallProjectile01 and it's art file is "Magic/FireballProjectile01.nif". So I've found and extracted that nif file, but I can't find the texture to apply to that nif file. Whereabouts can I find it? The creation kit doesn't seem to make a reference to it, so how on earth does it know which texture to apply to the mesh?
EDIT: From what I understand, the .nif file actually points to the texture.
EDIT: Here is a series I found on working with nifs, could be helpful to anyone looking to something similar: Working with Nifs
http://skyrim.nexusmods.com/mods/26634/