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Clint
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[UTIL] Project Andoran Nif Converter

Macorn wrote:

Hi all, I modified all this niftools stuff for the Andoran team.
Project Morro-Oblivion-Skyrim looks very interesting to me, and I can share all the converters utils.

Input - Oblivion/Fallout 3 files.
Output - Skyrim files with working collision

Only works with 3DS Max, sorry guys. [2009 or 2012 32-bit is required]

English ReadMe's translated by RammS [see second post] and another by Raziel. Thank you guys!

P.S.S. For example, you can see Megaton from Fallout 3 working in Skyrim.

===== Downloads =====

 

Edited by: Clint on 12/01/2012 - 02:39
Sjors Boomschors
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If I under stand

If I under stand correctly:

This tool gives 3DsMax users the option to export Skyrim Models manualy.

 

Question:

- Under which versions of 3DsMax does this tool work?

- This is not an automated tool that can be used for conversion of the full package, right?

 

I will try out this tool later today.

RammS
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Readme translation
Readme translation, please, notice me, if you find some grammar mistakes. Programs are very unstable and probably won’t work. Problems are possible on Win XP. Recommended OS – Win 7. ReExport MAXScript 2.0 + NifUtilits 1.1 1) Unpack ReExport.ms 2) Run 3dsMax, find the Utilities and then choose MAXScript. 3) In MAXScript you should press “Run Script” and browse unpacked files from ReExport.ms 4) Choose a folder which you want to convert into Skyrim (You should made the reserve copies!!!). 5) Done. Program begin to work. NifConvert.exe ana ChunkMerge.exe 6) Unpack “NifUtils”. Name or path shouldn’t have spaces! 7) Choose original model for conversion (With the similar properties to your model, such as shaders, vertex colors etc.). File should be named Temp.nif. For example you can choose random Skyrim’s mesh. 8 ) Copy or drop files generated by the 3dsMax into the “Meshes” (Main file .nif + _col.nif) 9) Run NifConvert.exe, then press Convert. Wait for a few seconds, then close the program 10) Run ChunkMerge.exe. Wait for a few seconds. Then files in the Meshes folder will be changed by new one. 11) You’ve got a new files! Notes: *You should always have reserve copies of converting files! You’ll need them if you fail with re-export. *Programs are very unstable. *Collision’s material, VertexColors and Shaders will be taken from Temp.nif * Plugin should be customized just same like on the pictures (Import.jpg and Export.jpg) *If you have unknown errors, you should always press OK until you’ll see the report.
Ice
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You've got to be kidding me.

You've got to be kidding me. This is freaking awesome.

Thank you Robert!

RammS: Dude, Russians are so legitly cool. Thank you!

 

Excuse me while I go do my happy dance.

ironman12345
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Anruins original version

Anruins original version works for me in GMax 1.2,so maybe you don`t need 3Dmax.?

Will report back here when I have tried this version in GMax 1.2.

 

Macorn
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Little recommendation:If you

Little recommendation:
If you have error when start programs, try instal this.

It may be help.

Clint
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Thanks Macorn! I'll put that

Thanks Macorn! I'll put that in the first post.

SupremeEpicness
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compatability

does this work for 3ds max 2013

Clint
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No I don't think 2013 will

No I don't think 2013 will work, but here's a link to 2012 (thanks to Ice).

http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&...

 

Shadow
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Hey I thought I would give a

Hey I thought I would give a good thanks to Macorn and his converter.  After all, without him Morrowind in Skyrim would be getting nowhere.  I don't think anyone has said it yet, so on behalf of morroblivion.com, thank you for your hard work.  We all owe you a great deal.

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Ditto,great work Macorn!

Ditto,great work Macorn!

Sjors Boomschors
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I just tried out the .NIF

I just tried out the .NIF converter but I did not get it to fully work as intended.
The NifConvert.exe does not do its thing, It does start up but after that nothing.
Can some one explain how to fill in the NifConvert.exe UI.

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Hi everyone! I'm from

Hi everyone! :) I'm from Russia and i have tranlated the Readme into English:

http://www.2shared.com/document/ac4eD2cN/Readme_eng.html

It may have some mistakes, sorry (I just learn English in school). :(

Thank you for your work! I really can't wait until it released :D

Clint
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Thanks Raziel! We sure do
Thanks Raziel! We sure do appreciate an English version for those of us who can't read Russian, which would be most of us. :)
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Will it works with 3ds Max

Will it works with 3ds Max 2013? I just downloading 2013 version now. Or it will required in next versions of converter?

Clint
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Yeah
Raziel - I'm guessing it should work.
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It doesn't work with 3ds Max

It doesn't work with 3ds Max 2013 :(  I hope it will work in next version of converter :)

Clint
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Why doesn't it work? Remember
Why doesn't it work? Remember that you also a need a 3DS Max nif plugin, do you have that too?
plextt
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Anyone know of the location

Anyone know of the location of the 3ds max 2012 nif plugin?

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I have this one installed:3ds

I have this one installed:

3ds Max Nif Importer-Exporter by figment
http://skyrim.nexusmods.com/mods/5622

No idee how much better that one is then the default Niftools version:
http://sourceforge.net/projects/niftools/files/max_plugins/3.4/

Macorn
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I don't want create new

I don't want create new drama, but I upload to Nexus my little program - NifTextures
Maybe it somehow help your development.

EnvyDeveloper
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Nice new avatar, Clint!
Nice new avatar, Clint! :D
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Heh, snake looks pissed off.

Heh, snake looks pissed off. Giver him a few ciggies and he'll be happy again :P

Shadow
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Thanks Macorn, I'm trying it

Thanks Macorn, I'm trying it out right now, and I'll let you know how everything turns out.

Clint
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Converter / Snake

Hey thanks Macorn! Can I link your mod to Anruin's plugin converter?

Leobloom - Haha I thought no one would know who that was! Glad to know I'm not the only one who's played MGS :D

Shadow
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Hmm. The utility is still

Hmm. The utility is still running.  Maybe 6 GB is a little too big for a texture folder. :)

Macorn
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Shadow, but it working

Shadow, but it working :) (Hope you make backup)

Clint, I'm not understand you. What you mean link?
Unite my program and Anruin? Or just share website link?

 

Clint
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Yes
Yeah, just share website link. You posted up your nif texture program, will you also post up your nif model converter to Tesnexus?
Macorn
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Link ofcource.I will upload

Link ofcource.

I will upload NifConverter later,original author make big work with them. Want look his new features.

Clint
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All right Macoron, thanks!

All right Macoron, thanks! Appreciate it man! :D

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Yeah, thanks Macorn and

Yeah, thanks Macorn and Raziel!

Macorn
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NifTextures update!

I think program not very actual, but I update to new version. Now it support Oblvion and have some new fixies.
And I dont get one thing...

Anybody can explain, how work Morrowind paths system? In nif files writen only names of textures, but no folders.

Make sence somehow adapt my program to Morrowind? Would be it usefull?

brutal7
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Please help

Even with the converted English readme nothing makes sense. I have 3ds max 2009 32 bit with the maxscript plugin thing installed. I import an oblivion model and export to Skyrim, but nothing shows up in Nifscope. I also do not understand the ReExport thing or what its purpose is.

Clint
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I'll post up a more English

I'll post up a more English like readme, Brutal.

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why oh why

Am I such a munkie...

I can't get this to work for the life of me.

Running win 7 64 bit, with everything visual c++ i can find installed I still get a runtime error when trying to run chunkmerge on the output from 3ds max.

I'm using 3ds max 2010 , not 2009 or 2012 fyi, but the max script run, and and stuff happens during the 3ds max phase, its the bit with the nifconvert.exe and chunkmerge.exe thats crashing, and thats whats making me think its my visual c++ runtime library missing some module or something. But I'm buggered if I can tell what it is.

Anyone got any idea how I can get this badboy converting meshes ?

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Working and Not working

Ive got the plugin converter to where the Lost Spires plugin loads fine in tes5edit as a oblivion_sk dependent esp, but the new worldspaces which are present in the plugin seem to be missing when loaded into the creation kit (which loads Lost Spires.esp without too many errors)

Also, I am able to edit and convert the spires meshes individually, but if I read right, the batch script that runs in 3ds max from the script folder is supposed to be pointed to go to the folder containing the meshes that I want to convert and convert them all en-masse? I ask this because 3ds max only loads whatever happens to be the first file in the folder when I run the script "aka the archeology guild cowl" and nothing else unless I manually load each and every model. Is this supposed to happen?


Finally, to get the textures to load from oblivion in 3ds max. Do i set the textures folder to /data/textures and it will catch the sub directories, or do I have to have a combined main texture directory for it to pull from? I ask because each time I try to render an oblivion model in 3ds max it keeps on asking me for the texture paths and doesn't load them onto the grey model.

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Gregthegen wrote:Also, I am

Gregthegen wrote:

Also, I am able to edit and convert the spires meshes individually, but if I read right, the batch script that runs in 3ds max from the script folder is supposed to be pointed to go to the folder containing the meshes that I want to convert and convert them all en-masse? I ask this because 3ds max only loads whatever happens to be the first file in the folder when I run the script "aka the archeology guild cowl" and nothing else unless I manually load each and every model. Is this supposed to happen?

3DsMax Script:

Open 3DsMax but do not load any .NIF files into its render, if you do load a .NIF file the script is only be aplied to that .NIF file.

 

Open 3DsMax > Run Script > Point to folder > Wait few sec = All meshes should be converted.

 

Gregthegen wrote:

Finally, to get the textures to load from oblivion in 3ds max. Do I set the textures folder to /data/textures and it will catch the sub directories, or do I have to have a combined main texture directory for it to pull from? I ask because each time I try to render an oblivion model in 3ds max it keeps on asking me for the texture paths and doesn't load them onto the grey model.

3DsMax Plugin:

At the moment the 3DsMax plugin does not fully support Skyrim. It does not know Skyrim even exists so it cant find its texture folder. Just place the testures in a Oblivion folder or point the Oblivion texture folder to the Skyrim instalation. Make sure the 3DsMax view port render is set to actualy show testures on screen, You can also hit F9 function to render the scene with textures to check.

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The above download link "Nif

The above download link "Nif Converter" (ReExport 2.0.rar on 2shared) doesn't work for me.  Could someone please post an alternative link or send me the file.

Kind Regards,

Andrew

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The converter does only work

The converter does only work with morrowind meshes :(

Shadow
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It's was designed to be an

It's was designed to be an Oblivion mesh converter.  Why does everyone think it only works with Morrowind? 

Mireneye
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Hey!

Need a re-upload of the Nif-converter! ^^

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Yes I would also like a re

Yes I would also like a re-upload of the Nif converter.  Is there another place to get it or can this be put back up?

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Wow! Those fallout shots lol

Wow! Those fallout shots lol - never seen 'em!