05-09-2006, 02:54 PM
For the longest time, the only way to access NIF models from (or modded for) The Elder Scrolls III: Morrowind was to use the "Nif Importer" plugin from 2004. The only problem with it is that it only works for old versions of 3D Studio Max, and as time wore on fewer and fewer people still had access to versions that old. Personally my install file of the old Max version got corrupted, and stupidly enough I hadn't backed it up. Then when I switched to a new computer, I lost access to it. Things like that just happens.
Being able to access Bethesda's old TES3 NIFs is nice in itself, but the true potential in being able to import old NIFs lies in the vast amount of models modded for TES3. If we don't care for them, it's just a matter of time before they'll be eradicated, never to be seen again. All it takes is for the site that hosts them to go down and then, surely enough, over time less and less folks keep the NIFs on their comps and before you know it, it's gone... forever.
But anyway, I digress; my point is:
The NifSkope utility, in the newer versions, has the power to import TES3-related NIFs! :bananarock:
I hardly claim to be the first to figure that out I just wanted to mention it, and how it's done. (it's very easy and straightforward)
First, load up the NIF you want to work on. It'll look something like screenshot #1 below.
To get a complete model you have to export all the NiTriShape entries. Do that by right-clicking on each of them and selecting ".OBJ > Export Mesh", and then save them to a new folder on your computer.
So now, we have for instance a paper lantern cut up into four parts in four files. Luckily, their orientation and position in the imagined universe is kept intact, so when you re-assemble them they'll fit together perfectly. Personally I did that by importing the .obj files one by one into 3D Studio Max, which turned out like in screenshot #2. Perfect!
Now, *using* this model in a mod would be illegal, because Bethesda has forbidden us from using their assets from TES3 in mods for TES4. Like Locklear93, a Zenimax employee, said: doing that would be giving people content they didn't pay for. For TES3 mods it didn't matter much if you reskinned a lamp like that and released it as a mod, because it could only be used by people who paid for TES3.
But in the majority of cases that wouldn't be a good option even if it was legal, because most of Bethesda's old models are heavily optimized and intended to run smoothly on an average computer back in early -02. They would look pretty bad in Oblivion. No, the benefit (at least to me) in being able to do this lies in the fact that being able to check out the model threedimensionally in Max, which is a real help when trying to mimic the design and proportions.
NifSkope is a program made by the NifTools group and can be downloaded here.
Being able to access Bethesda's old TES3 NIFs is nice in itself, but the true potential in being able to import old NIFs lies in the vast amount of models modded for TES3. If we don't care for them, it's just a matter of time before they'll be eradicated, never to be seen again. All it takes is for the site that hosts them to go down and then, surely enough, over time less and less folks keep the NIFs on their comps and before you know it, it's gone... forever.
But anyway, I digress; my point is:
The NifSkope utility, in the newer versions, has the power to import TES3-related NIFs! :bananarock:
I hardly claim to be the first to figure that out I just wanted to mention it, and how it's done. (it's very easy and straightforward)
First, load up the NIF you want to work on. It'll look something like screenshot #1 below.
[GALLY]tes3_nifimport_via_nifskope_scr1.jpg[/GALLY]
Most NIF models consist of several meshes, because it's easier to map a model that way. The one I loaded is "light_paper_lantern_01", found in Bethesda Softworks\Morrowind\Data Files\Meshes\l. Notice the four "NiTriShape" entries? Each of those entries represent a mesh, and if you left-click through them you'll see different parts of the model 'light up' with a green mesh grid.To get a complete model you have to export all the NiTriShape entries. Do that by right-clicking on each of them and selecting ".OBJ > Export Mesh", and then save them to a new folder on your computer.
So now, we have for instance a paper lantern cut up into four parts in four files. Luckily, their orientation and position in the imagined universe is kept intact, so when you re-assemble them they'll fit together perfectly. Personally I did that by importing the .obj files one by one into 3D Studio Max, which turned out like in screenshot #2. Perfect!
[GALLY]tes3_nifimport_via_nifskope_scr2.jpg[/GALLY]
Now, *using* this model in a mod would be illegal, because Bethesda has forbidden us from using their assets from TES3 in mods for TES4. Like Locklear93, a Zenimax employee, said: doing that would be giving people content they didn't pay for. For TES3 mods it didn't matter much if you reskinned a lamp like that and released it as a mod, because it could only be used by people who paid for TES3.
But in the majority of cases that wouldn't be a good option even if it was legal, because most of Bethesda's old models are heavily optimized and intended to run smoothly on an average computer back in early -02. They would look pretty bad in Oblivion. No, the benefit (at least to me) in being able to do this lies in the fact that being able to check out the model threedimensionally in Max, which is a real help when trying to mimic the design and proportions.
[GALLY]light_de_paper_lantern_razorwing_1.jpg[/GALLY] [GALLY]light_de_paper_lantern_razorwing_2.jpg[/GALLY] [GALLY]light_de_paper_lantern_razorwing_3.jpg[/GALLY]
Just like old times, ey? Awning model by Caligula, textures from MVP
Just like old times, ey? Awning model by Caligula, textures from MVP
NifSkope is a program made by the NifTools group and can be downloaded here.