Okay, now I import to .3ds and I can see my model, but the textures aren't here and some face are upside down...
yet at the end of the import, there aren't error. I don't understand...
I want to help
Re: I want to help
was same for the simple cube.....
http://niftools.sourceforge.net/forum/v ... 61&p=19177
"it's because the material is attached to the object and not to the mesh. Yes, confusingly, blender has two ways for attaching materials to a mesh (I hope they got rid of this in Blender 2.50!). So you have to change the linkage, and then it exports.
To do this, under "Links and Pipeline" with the object selected in object mode, delete the material link (hit the x), then select "ME", then again select "Plastic" under "Link to Object"."
does this work for you.. i'm finding my way to pipline somehow.. old inferface is mich clearer
http://niftools.sourceforge.net/wiki/Bl ... uick_Start there's some info..
http://niftools.sourceforge.net/forum/v ... 25&p=28825 found it maybe. try running without the uv maps. the importer in nifskope isn't the best one
---> taking that 2.7 blender godzilla to 2.49 deleted all faces and got them back from edit mode --> mesh --> faces --> make face --> auto
http://niftools.sourceforge.net/forum/v ... 61&p=19177
"it's because the material is attached to the object and not to the mesh. Yes, confusingly, blender has two ways for attaching materials to a mesh (I hope they got rid of this in Blender 2.50!). So you have to change the linkage, and then it exports.
To do this, under "Links and Pipeline" with the object selected in object mode, delete the material link (hit the x), then select "ME", then again select "Plastic" under "Link to Object"."
does this work for you.. i'm finding my way to pipline somehow.. old inferface is mich clearer
http://niftools.sourceforge.net/wiki/Bl ... uick_Start there's some info..
http://niftools.sourceforge.net/forum/v ... 25&p=28825 found it maybe. try running without the uv maps. the importer in nifskope isn't the best one
---> taking that 2.7 blender godzilla to 2.49 deleted all faces and got them back from edit mode --> mesh --> faces --> make face --> auto
Re: I want to help
I have blender 2.71 and I don't find how assign the material to the mesh with this version.
Re: I want to help
I think Blender 2.49 is required to edit the nif version of Morrowind. Some links to help.
http://mw.modhistory.com/download-17-14795
http://mw.modhistory.com/download-17-6258
http://mw.modhistory.com/download-17-14795
http://mw.modhistory.com/download-17-6258
Re: I want to help
Because no one has ported the plugins to the newer Blender.
Re: I want to help
thanks
have tried that godzilla and it needs not to have uv wrapper textures
in it to work trough nif conversion. other's give error messages
http://en.wikibooks.org/wiki/Blender_3D ... Map_Basics
when taking 2.7 file to 2.49 the face and texture info is lost as a default. mesh survives intact
http://blender.stackexchange.com/questi ... es-to-2-4x legacy format gives to keep them thought
On the uvwrap just need to select the edit mode and wanted vertices -> hit u or in mesh menu unwrap. unwrap smart projections seems to work to many faces althought without marking the seam along vertices it gut it with random pieces. 5 option or so thought.
Then in the image/ uv editor panel open choose the picture (alt O) for the wrap. Then in the select options is select all and such if lots of small pieces. Or hover over and hir L and done. The mesh is textured in object mode.
On the material side that's always eluded......
http://wiki.blender.org/index.php/Doc:2 ... ying_Image in materials there's texface to apply it xP
in help note there is: "sets UV editor assigned texture a color and texture into for faces"
needs more testing to see what caused the error but if you take
links and pipeline --> link to selected object --> add new material --> on material tab adjust color (col) it's updating right to texture and passes trough nif conversion. (spec) specular and (mir) needs their settings appled.
When applying two buttons panels is handy. One for materials and one for textures.
have tried that godzilla and it needs not to have uv wrapper textures
in it to work trough nif conversion. other's give error messages
http://en.wikibooks.org/wiki/Blender_3D ... Map_Basics
when taking 2.7 file to 2.49 the face and texture info is lost as a default. mesh survives intact
http://blender.stackexchange.com/questi ... es-to-2-4x legacy format gives to keep them thought
On the uvwrap just need to select the edit mode and wanted vertices -> hit u or in mesh menu unwrap. unwrap smart projections seems to work to many faces althought without marking the seam along vertices it gut it with random pieces. 5 option or so thought.
Then in the image/ uv editor panel open choose the picture (alt O) for the wrap. Then in the select options is select all and such if lots of small pieces. Or hover over and hir L and done. The mesh is textured in object mode.
On the material side that's always eluded......
http://wiki.blender.org/index.php/Doc:2 ... ying_Image in materials there's texface to apply it xP
in help note there is: "sets UV editor assigned texture a color and texture into for faces"
needs more testing to see what caused the error but if you take
links and pipeline --> link to selected object --> add new material --> on material tab adjust color (col) it's updating right to texture and passes trough nif conversion. (spec) specular and (mir) needs their settings appled.
When applying two buttons panels is handy. One for materials and one for textures.
Re: I want to help
I have a question, in the view 3d of nifskope, the textures are invisible?
Re: I want to help
yeah
http://tonytheslayer.webs.com/apps/foru ... ow/5443704 step 3 gives for nifskope. need to add the texture in nifskope via nitexturingproperty for the game engine to recognize it.
http://niftools.sourceforge.net/wiki/Bl ... uick_Start
"in the 3D View, UV Face Select Mode, select all faces, press U->Unwrap
(optional) if you want to create your own texture: in the UV/Image Editor,
UVs->Save UV Face Layout, and process the saved texture with your favorite 2D paint program
add materials to your meshes, and add one texture to each material, with the following settings:
texture map input: UV
texture map output: COL for diffuse map (base texture)
for each texture:
set texture type to 'Image'
either load a texture from 'c:\src\morrowind\textures', or put your custom texture in the
'C:\Program Files\Morrowind\Data Files\Textures' folder, and load it from there. "
little bit testing still
http://tonytheslayer.webs.com/apps/foru ... ow/5443704 step 3 gives for nifskope. need to add the texture in nifskope via nitexturingproperty for the game engine to recognize it.
http://niftools.sourceforge.net/wiki/Bl ... uick_Start
"in the 3D View, UV Face Select Mode, select all faces, press U->Unwrap
(optional) if you want to create your own texture: in the UV/Image Editor,
UVs->Save UV Face Layout, and process the saved texture with your favorite 2D paint program
add materials to your meshes, and add one texture to each material, with the following settings:
texture map input: UV
texture map output: COL for diffuse map (base texture)
for each texture:
set texture type to 'Image'
either load a texture from 'c:\src\morrowind\textures', or put your custom texture in the
'C:\Program Files\Morrowind\Data Files\Textures' folder, and load it from there. "
little bit testing still