View Full Version : [Blender Tutorial]Import custom model in Civ4


C.Roland
Apr 15, 2006, 06:42 PM
English is not my first language so this tutorial is probably full of syntax errors. I’m sorry.
It’s the reason why it contains more picture than text ;)

Blender is a 3d modeling program. Why should I use blender and not an other program? Because Blender is free. For more information on how to download it check this thread http://forums.civfanatics.com/showthread.php?t=155014

This tutorial show how to export 3d model from blender to civ4, it doesn’t show how to make model in blender.

If you need help in blender to know how it works you can check the help menu in the program.

So you need to already have a model, I took a simple cube for the tutorial.

1- You need to have you model already done with the Seam for the UV. If you don’t really know what is this, or if you need help with this, check here : http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
2- Go to the UV Face select mode http://membres.lycos.fr/coteleger/main/tutblender/Image0.jpg
3- Press “u” on your keyboard and then click on LSMC (Fore the lastest version of Blender, it's not LSMC but Unwrap that you have to click on)http://membres.lycos.fr/coteleger/main/tutblender/Image1.jpg
4- Go to the UV/Image editor http://membres.lycos.fr/coteleger/main/tutblender/Image2.jpghttp://membres.lycos.fr/coteleger/main/tutblender/Image3.jpg
5- You can modify yon unwrap (if you don’t know how maybe I’ll write an other tutorial on this); this will be your texture. Press the UV’s menu and then save your UVhttp://membres.lycos.fr/coteleger/main/tutblender/Image4.jpg
6- Go to the script window(For the lastest version of Blender, this step is not necessary)http://membres.lycos.fr/coteleger/main/tutblender/Image5.jpg
7- The size must be 64, 128 or 256, over this, your texture will be too big and it will be too slow in civ4. Normally, Civ4 textures are 64 for weapon, 128 for units and 256 for vehicles. Select Wrap, AllFaces and OB, and choose the right path. Than, click on export. http://membres.lycos.fr/coteleger/main/tutblender/Image6.jpg
8- Edit you texture with a 2d graphic program like Paint Shop Pro, Photoshop, etc… Your program must have the possibility to open .tga files, if not you will have to find a way to convert it (DDS Converter can be fine).
9- Click on Image/Open and then select your new skin. http://membres.lycos.fr/coteleger/main/tutblender/Image7.jpg
10- Return in your 3d window and select the object mode http://membres.lycos.fr/coteleger/main/tutblender/Image8.jpg
11- Select the option textured http://membres.lycos.fr/coteleger/main/tutblender/Image9.jpgthan you should see what your model look with his texture. If you don’t like it go back to step8, if you like it convert your tga in dds.
12- In your lower menu, go to the buttons window. http://membres.lycos.fr/coteleger/main/tutblender/Image10.jpg

It continue on the next post...

C.Roland
Apr 15, 2006, 06:43 PM
13- http://membres.lycos.fr/coteleger/main/tutblender/Image11.jpg 1. Click on the material button (button with a ball(see screenshot)) and than click add new 2. In texture click add new 3.click on map input 4.Select UV 5. Click on the texture button (with leopard skin (see screenshot)) 6. Select Image (see screenshot) 7. Click on load Image and choose your dds
14- Go back in your 3d view and select your model. (Be sure to not select the camera or the lamp http://membres.lycos.fr/coteleger/main/tutblender/Image12.jpg). When an object is selected, it will have pink edge.

You need to config your exporter script. Don't worry it's really simple. You only have to go in your script window (the snake icon) and then gon in the script menu (script/system/Scripts Config Editor). In export choose the gamebryo nif exporter and than in the nif version write 4.2.2.0

15- File\Export\Netlmmerse/Gamebryo (.nif & .kf) and it’s donehttp://membres.lycos.fr/coteleger/main/tutblender/Image13.jpg



Voilà ! You should have a nif that work in civ 4 and in the scene viewer.


Sorry again for my bad english

Kael
Apr 15, 2006, 06:44 PM
Awesome writeup!

woodelf
Apr 15, 2006, 07:06 PM
You are the man Roland. Thank you so much. :clap:

I hope to put this into good use now.

woodelf
Apr 16, 2006, 01:14 PM
I realize that I need a little UV work, but your tutorial is excellent and easy to follow. Thanks again.

C.Roland
Apr 16, 2006, 05:24 PM
I realize that I need a little UV work, but your tutorial is excellent and easy to follow. Thanks again.

I forgot a little thing about the script exporter, i will uptate it tomorow.

woodelf
Apr 16, 2006, 08:16 PM
Grrr. I've read this, the book, and two other tutorials and I can't get my cube to unwrap! :sad:

What am I doing wrong?

edit - My UV/Image editor screen is basically blank...

woodelf
Apr 16, 2006, 08:34 PM
I forgot I could actually d/l vids now that I have DSL. I'm watching one now...

woodelf
Apr 16, 2006, 08:47 PM
I could edit a prior post, but I'll keep these in order so maybe someone else can learn from my mistakes. I didn't make a seam with every vertices selected. Now my unwraped cube looks correct.

C.Roland
Apr 17, 2006, 11:49 AM
I edited the second post just before the last step, ;)

dalek master
Apr 22, 2006, 06:06 AM
thanks, I might just be able to make daleks now...

woodelf
Apr 22, 2006, 11:05 AM
Again, thanks Roland. This tutorial is essential for me to get stuff ready for Civ4. So far, so good on my basic modeling.

woodelf
Apr 22, 2006, 03:34 PM
I'm having a tough time getting my textures to appear on my models in game. Right now everything is pink, but the shapes are correct. :(

I think I'm missing something very easy...

C.Roland
Apr 22, 2006, 03:51 PM
I'm having a tough time getting my textures to appear on my models in game. Right now everything is pink, but the shapes are correct. :(

I think I'm missing something very easy...

Do you config your script to the right version (Between Step 14 and 15),

If yes send my your model (nif, and blend), I'll check,

woodelf
Apr 22, 2006, 04:05 PM
Do you config your script to the right version (Between Step 14 and 15),

If yes send my your model (nif, and blend), I'll check,

I thought so. PM me your email and I'll send you what I have.

Ploeperpengel
Apr 24, 2006, 02:32 PM
Great tutorial. Just managed to get a morrowindhelm into civ myself.:D But they have rather a large filesize for the textures. Is there an easy shortcut to reduce the size of the uvmaps without going thru the whole process. I now created a new uvmap then took the original from morrowind, downscaled the texture with gimp and pasted it in the new with the dxtbmp cause gimp is unreliable with this and it worked but it's hell to have to do this for every single part of a model. A simple morrowind helmet has already so many bones:sad:
Can I just import the original morrowindtexture and reduce the filesize right away? Understand that I'm very noob with blender.
Think I never have to bother you again with doing bits, so forget about my last post for the elvenrider but still would send you the whitewolfmod if your interested, really awesome parts there! :)

C.Roland
Apr 24, 2006, 04:21 PM
Great tutorial. Just managed to get a morrowindhelm into civ myself.:D But they have rather a large filesize for the textures. Is there an easy shortcut to reduce the size of the uvmaps without going thru the whole process. I now created a new uvmap then took the original from morrowind, downscaled the texture with gimp and pasted it in the new with the dxtbmp cause gimp is unreliable with this and it worked but it's hell to have to do this for every single part of a model. A simple morrowind helmet has already so many bones:sad:
Can I just import the original morrowindtexture and reduce the filesize right away? Understand that I'm very noob with blender.
Think I never have to bother you again with doing bits, so forget about my last post for the elvenrider but still would send you the whitewolfmod if your interested, really awesome parts there! :)

I think you don't have to open blender for this. I think you can only reduce the size of morrowind texture with GIMP and then convert it in dds and it should work.

For the head, i never try but it should work (But it will be a lot of poly i think)

For the whitewolf mod, yes if you tell me where to donwload it, it can be usefull, do you know if the creator are fine with the fact taht we used their stuff in civ (I don't know why they would not if we mention it when we post a model that this helm is from this mod)

Ploeperpengel
Apr 24, 2006, 04:38 PM
Just gimp? that's a relief if it's that simple! will try it.
Edit: worked, thx a lot!
The links of the readme seem to be expired so there is no easy contact, I just planned to credit the moddingteam if I use some stuff from them. The heads actually don't have more poly than the helmets. So having an elven rider with an elven head shouldn't be a problem anymore;)
Pm me your mail for the whitewolfmod. It's just round about 10megs and 7Zpackedfile. Really don't remember where I got that from. You'll need the bloodmoon expansion to play it though.

Ploeperpengel
Apr 25, 2006, 01:05 AM
Oh boy found so much stuff on morrowind fansites I'd need two weeks just to look at it in blender importing every single file.:( Do you know of a nifviewer that's able to open older nifversions?
Not all heads are small enough a file to be useful I admit but many of the fansite meshes are still fine, otherwise the morrowindvanilla ones seem to be all small enough just took me some time to find them cause I didn't realize I need an unpacker for these too:mischief:

dalek master
Apr 25, 2006, 08:42 AM
yeah, could someone post a link for, or explain the post-blender bit?

yey! I'm modeling for civ4!

Ploeperpengel
Apr 25, 2006, 11:18 AM
http://planetelderscrolls.gamespy.com

Here are tons of files convertable for civ4 with blender. But be aware of high polycount I just will use files which wont exceed the size of 40Kb, this is still high but better than attaching a whole unit to another just to have another head. Not sure if I understand what you don't understand. With bits I mean attachable nifs like weapons or heads(!) to create new units with them in the nifviewer. If you want create headattachments for playing with the nifviewer remember to delete the animations.

dalek master
Apr 25, 2006, 11:42 AM
by the way roland, do you perhaps know how to export models with subsurf and such.....

and what about post-blender stages?

sruch
May 18, 2006, 01:36 PM
Can your process be reversed? Can I import a model from Civ4 into Blender and then save out as 3DS or LWO for example? How would I do that? Where do you find the model files in the Civ4 file structure?

Steve

C.Roland
May 20, 2006, 12:38 PM
Can your process be reversed? Can I import a model from Civ4 into Blender and then save out as 3DS or LWO for example? How would I do that? Where do you find the model files in the Civ4 file structure?

Steve

Yes you can. You'll have to unpack your model, (make a quick search in the tutorial forum, I think all the skinning tutorial will show you how to do it) and than simple clik on the import menu and after you can export it.

Cannae
Jun 05, 2006, 04:40 PM
is is for reskinning buildings???

sruch
Jun 05, 2006, 04:48 PM
This is actually for making paper models of the in-game models, which you can do with a free program called Pepakura. Basically it unfolds the models, adds numbered tabs, and then you can print it out and put it back together. After a while I stumbled onto how to do this with Civ4 models.

Just use Blender to import the model with the texture, then export it as a .OBJ file. Pepakura can import OBJ, then apply the texture in Pepakura and there you are.

Check out cardmodels.net for more info on paper models.

faizy999
Jun 19, 2006, 03:50 AM
Hello i am using 3Ds Max 7 and have a F14 phatam that i created not textured yet my question is how can i convert my model in playable civ unit

C.Roland
Jun 24, 2006, 03:57 PM
Hello i am using 3Ds Max 7 and have a F14 phatam that i created not textured yet my question is how can i convert my model in playable civ unit

I don't have 3ds Max. You may ask Rabbit White, he's using 3ds Max 7.

Chamaedrys
Aug 08, 2006, 05:12 PM
just finished my first object! *proud*

Sureshot
Aug 10, 2006, 06:47 PM
very helpful tutorial :D

The13thRonin
May 30, 2007, 06:54 AM
Doesn't the model need animation files? Can you create these with Blender?

C.Roland
May 31, 2007, 10:01 AM
Doesn't the model need animation files? Can you create these with Blender?

We can create animation with blender, the bad thing is we can't export it in a formal that Civ4 will read so you have to bone your model on a vanilla armature or only modify an existing model. Of course, you can simply create buldings/wonder/improvement/ressources or equipement that you can add via nifviewer/nifskope or blender itself.

icantcmyeye
Jun 19, 2007, 03:39 PM
I keep getting a python error when i try to export or import saying

Import error: no file named _niflib

I searched my files, and found several files named niflib, and checked the python where the problem is coming from, and can't figure out what is going wrong. niflib is there!

the same problem shows itself whether i import or export, and if you want i can show you the screens in both blender and the console window where the problem is occuring

C.Roland
Jun 24, 2007, 01:05 PM
I keep getting a python error when i try to export or import saying

Import error: no file named _niflib

I searched my files, and found several files named niflib, and checked the python where the problem is coming from, and can't figure out what is going wrong. niflib is there!

the same problem shows itself whether i import or export, and if you want i can show you the screens in both blender and the console window where the problem is occuring

You should ask assistance to the niftools forum. It seems beyond my competence.

bernie14
Jul 03, 2007, 03:04 AM
hello, I hope some one can help...i have had some luck making small modifications to models in blender, like changing the shapes of heads provided by Chalid and making some heads of my own by chopping off bodys:mischief: ....however, recently, i have wanted to add some extra flavor to mech and modern armor by making some modifications in blender to "vanilla" mech and modern armor NIF files, for example to make a modern british challanger tank (from modernarmor.nif) or various APCs, such as the german boxer, M113 or french VAB (from mechanizedinfantry.nif) i can get the nif in blender, i can choose and edit/delete edges, faces, etc, I can save as .blend file and models comes up normally in blender, BUT when i export to nif...."python script error: check console":( .....yes, my nif export script is set at 4.2.2.0

i have included a "mechbase.blend" file in a zip....all i have done is remove the rocket launcher box thing on the left side of the turrent.....the .blend file opens fine, but when i go to object mode, click "A" to select all, and try to export to nif.....I GET THE ERROR:cry:

EDIT: Python v2.4/NIF export sript v1.5.7/Blender v2.42a/console "AttributeError: 'NoneType' object has no attribute 'ImageFLages'

ArdRaeiss
Jul 03, 2007, 08:59 AM
I keep getting a python error when i try to export or import saying

Import error: no file named _niflib

I have the same problem. Solution from the NifTools Forum(Problem with the blender plugin (http://niftools.sourceforge.net/forum/viewtopic.php?t=1288))

You must use Blender 2.43 AND Python 2.4, you'll encounter this problem when using Blender 2.44 AND/OR Python 2.5.

Make another install of the first two, reinstall the plug-in and that's all
Works fine for me.
Blender 2.43 (http://download.blender.org/release/Blender2.43/)
Python 2.44 (http://www.python.org/download/releases/2.4.4/)

bernie14
Jul 05, 2007, 01:24 AM
hello, I hope some one can help...i have had some luck making small modifications to models in blender, like changing the shapes of heads provided by Chalid and making some heads of my own by chopping off bodys:mischief: ....however, recently, i have wanted to add some extra flavor to mech and modern armor by making some modifications in blender to "vanilla" mech and modern armor NIF files, for example to make a modern british challanger tank (from modernarmor.nif) or various APCs, such as the german boxer, M113 or french VAB (from mechanizedinfantry.nif) i can get the nif in blender, i can choose and edit/delete edges, faces, etc, I can save as .blend file and models comes up normally in blender, BUT when i export to nif...."python script error: check console":( .....yes, my nif export script is set at 4.2.2.0

i have included a "mechbase.blend" file in a zip....all i have done is remove the rocket launcher box thing on the left side of the turrent.....the .blend file opens fine, but when i go to object mode, click "A" to select all, and try to export to nif.....I GET THE ERROR:cry:

EDIT: Python v2.4/NIF export sript v1.5.7/Blender v2.42a/console "AttributeError: 'NoneType' object has no attribute 'ImageFLages'


ALSO....tried with script set at 20.0.0.4, with Blender v2.43 (w script at 4.2.2.0 and 20.0.0.4, looked at nif tools and blender forums.....VERY FRUSTRATING:mad: .....

ALSO...the line in the console prior to the error is "1152 in export_trishapes" whatever that means:confused: ..... if anyone with some experience can DL the .blend file and successfully export to NIF, it would be a GREAT help in being able to create new units (I seem to have the same trouble with mech, modern armor, mobile SAM, but NOT with "human-like" nifs, I have been able to export those)

timboobaa
Aug 23, 2007, 05:38 AM
Thanks for this tutorial.
I've DLed Blender and all the nif stuff.
Does Blender import and export Nif files by itself or do you need to put a plugin into one of the Blender folders to make this feature work? I'm not on my home PC so I can't look in Blender right now to check.
As I say I have all the Nif files but I'm not sure which I need, or where they need to be placed

Polycrates
Sep 20, 2007, 05:58 PM
So how do you use blender to export objects with armature? I've been struggling like hell to get this to work, but no joy. It shows up fine in nifskope but always stuffs up in-game. Even just taking an existing unit, importing and exporting, then copying the branch over to the relevant node of the original nif of the same unit in nifskope (which works fine without the blender bit). Either there's no animation at all, or the game freezes as soon as I try to load the model up in worldbuilder. Am I missing something in the export procedure?

I'm using Blender 2.45/python 2.5.1/nifscripts 2.1.8

C.Roland
Sep 26, 2007, 06:30 PM
Thanks for this tutorial.
I've DLed Blender and all the nif stuff.
Does Blender import and export Nif files by itself or do you need to put a plugin into one of the Blender folders to make this feature work? I'm not on my home PC so I can't look in Blender right now to check.
As I say I have all the Nif files but I'm not sure which I need, or where they need to be placed

Tou can to dowload the niftools plug-in (see first post)

@ Polycrates : Be sure to select the armature with the model before exporting

NikNaks
Dec 09, 2007, 12:05 PM
Hmm. I'm having a problem. Blender doesn't seem to recognise my DDS files. Do I need a plugin?

C.Roland
Dec 09, 2007, 04:47 PM
Hmm. I'm having a problem. Blender doesn't seem to recognise my DDS files. Do I need a plugin?

No, blender can't recognise dds files. You need to convert them to an other format (TGA would be the best because it keep the alpha channel map and isn't compressed). PNG is still good too.

When you export your files, you can link it to a dds texture, but if you want to see your model textured in blender, you will need a tga version of it.

NikNaks
Dec 10, 2007, 01:50 AM
Ah, I see. Now, though, when I add the DDS as a texture it won't let me export it. It says that there is a 'non-UV' texture and I need to remove it before exporting. Instead, I use it as the UV map and then export. I'll see if it works correctly in-game.

I should add that I'm exporting at 20.0.0.4 because I want to add it to a leader.

C.Roland
Dec 10, 2007, 08:22 AM
Ah, I see. Now, though, when I add the DDS as a texture it won't let me export it. It says that there is a 'non-UV' texture and I need to remove it before exporting. Instead, I use it as the UV map and then export. I'll see if it works correctly in-game.

I should add that I'm exporting at 20.0.0.4 because I want to add it to a leader.

That isn't thr format, the problem is that your texture isn't considered to follw the UV map. Click on UV of your map input menu (Step 13.4)

Ekmek
Dec 20, 2007, 11:55 AM
I found this model on the web:

http://3dcadbrowser.com/preview.aspx?ModelCode=2438

what is the best format to download it in (see the drop down)?

NikNaks
Dec 20, 2007, 01:58 PM
C, I've got the texture working fine, but now I'm having some problems in-game. The Iron Cross doesn't seem to work right. It shows up just fine in NifSkope, but then when I look at it in-game, half the model is invisible. This is what it looks like:

http://img214.imageshack.us/img214/5355/ironcrossproblemgf0.png

(Sorry, it was hard to get a good pic of it, but you can see what I'm talking about)

You'll also notice that it has somewhat of a bluish tint to it. I'm not sure what's causing that either. The texture is black as can be, but when in-game, it looks light blue. Might have something to do with the shaders. I'm not sure myself.Any ideas?

C.Roland
Dec 20, 2007, 09:48 PM
C, I've got the texture working fine, but now I'm having some problems in-game. Any ideas?

On the first look, I would say that there is two possiblity.

1. the cross is'nt atached to any bones
2. the cross is attach two more than one bone or it is attached to the wrong bone

If the problem is number one, the cross wont move. If the problem is number two, it will move but it won't move at the right time.

Do you attach the cross via nfskope, nifviewer or in blender ?

NikNaks
Dec 24, 2007, 07:06 AM
Well, I tried for myself and I get the same problem. Here are the steps I took:

1. I opened 'fdr.nif' in SceneViewer.
2. I added the file 'cross.nif' and moved the model to the NiNode Torso. *
3. I saved the file and opened it with NifSkope.
4. I moved it around, rotated it and scaled it so that it looked right.
5. I saved it and replaced the 'fdr' folder with these files in a test mod.
6. I run BtS and enter the pedia to look at the LH and you see the cross as in the screenshot previously posted.

* In SceneViewer, you can only see the parts of the model visible in the screenshot.

Is this helpful?

EDIT: It moved with the torso correctly in-game.

C.Roland
Dec 25, 2007, 02:06 PM
Well, I tried for myself and I get the same problem. Here are the steps I took:

1. I opened 'fdr.nif' in SceneViewer.
2. I added the file 'cross.nif' and moved the model to the NiNode Torso. *
3. I saved the file and opened it with NifSkope.
4. I moved it around, rotated it and scaled it so that it looked right.
5. I saved it and replaced the 'fdr' folder with these files in a test mod.
6. I run BtS and enter the pedia to look at the LH and you see the cross as in the screenshot previously posted.

* In SceneViewer, you can only see the parts of the model visible in the screenshot.

Is this helpful?

EDIT: It moved with the torso correctly in-game.
Post your files, I'll check this.

NikNaks
Dec 25, 2007, 03:24 PM
Okay, the original download is here (http://forums.civfanatics.com/downloads.php?do=file&id=7838), and the modified files are here (http://forums.civfanatics.com/uploads/96170/Hitler2.zip). Good luck and Happy Christmas. :)

EDIT: I forgot to mention that there is also a strap which does not appear at all.

NikNaks
Dec 30, 2007, 05:18 PM
Any luck, C?

moopoo
Feb 12, 2008, 05:31 AM
Great tutorial. i think. my problem comes before i can even use your tutorial :(. When I unwrap the thing, it turns out a shambles. random triangles everywhere on the uv map. any idea what's going on?

C.Roland
Feb 13, 2008, 04:25 PM
Any luck, C?

Sorry I forgot to check this. I just went back from my trip to Paris. I'll try to check when I'll have time. I just have a new har disc, so for me moment, I have to reinstall blender and all the stuff and school is keeping me busy.

C.Roland
Feb 13, 2008, 04:26 PM
Great tutorial. i think. my problem comes before i can even use your tutorial :(. When I unwrap the thing, it turns out a shambles. random triangles everywhere on the uv map. any idea what's going on?

Check out Unwraping tutorial on the net to be sure that you do clean unwrap.

moopoo
Feb 14, 2008, 02:04 AM
It's cool, I figured it out :) Am currently working my way through your guide to produce a Truck to be used as a modern settler and a troop transport truck to get infantry into the heart of battle quickly. Cheers :)

The_Coyote
May 19, 2008, 03:25 PM
itīs the best thread where i think my question makes sense, exporting a normal blender model works right, but this weekend i tried to export a figure with armature (tried to fix the red glow on the japanese general).

Importing works, when i export the model it looks good in Nifviewer and Nifskope, the part which should be affected by the nodes of the armature react (when i scale them). But every time i go ingame the figure is completly monsterlike, itīs still animated but looks a bit strange (see pic). :(

After hours of trying to get it work, even tried to import the standard warlord and export them, every exported model donīt look right, i have no idea what could be the reason. (Tried so far: open model -> change texture -> export | open armature -> import model and link to armature (automatic by import) -> export | import -> merge head and body -> merge vertices -> link head to head bone -> export | same as before -> added SkinPartiton in Nifskope | used several methods to link: nif direkt after export, bone transplant, exchanged mesh in the working nif | some tries resulted in nif which crashed NifViewer right on the start but worked in NifSkope | i didnīt tried to relink the vertices manuel to the armature)

Later i imported an easier model, the M270 and linked them to the MobileSamArmature [imported Armature -> imported model -> linked model to armature (manuel) -> exported) and it worked ingame. :confused:

Use Blender 2.45 and BlenderNifScripts 2.2.11, Nif of one of my experiments is also included.

Have i made a mistake? Do i use the wrong NifScripts?
any help would be really appreciated.

Ciao
The_Coyote

Edit: found a solution for the model, but not for the problem itself: imported the warlord armature (i had problems to import the armature of the japanese FX model - when i try to export there was an error message), imported the model, deleted the body, linked new head to the armature, exported the linked head, copied the head in the working nif (made the other unvisible - deleted texture).

Still any ideas what is going wrong exporting the complete model are appreciated.

BANZ111
Feb 09, 2009, 10:25 PM
I've gotten the Blender NIF scripts to import the game models and see how they work. Also, it seems that through importing the heads, all the nice quads the designers undoubtedly put in get converted to tris. Is there any way to preserve these?

Now I want to build my own head, but in importing the model, only one animation .kf file can be imported at a time, as far as I've seen. Were I to rig my leaderhead, (Indira Gandhi btw) how could I also export the animation keyframes? All this seems to me a fun little project to help me improve my modeling, skinning, and rigging skills. Not to mention her fame and infamy. Should these resolve well, I could try other heads I have in mind, like Eleanor of Aquitaine and Barbarossa.

GoodGame
Mar 13, 2009, 07:18 PM
Thought I'd bump this with a list of .dds tools (including .dds -> .tga scripts for GIMP) as tangentially useful for importing .nif models into Blender, and still use their textures.

http://cs.elderscrolls.com/constwiki/index.php/DDS_Tools

hockeyrox38
May 21, 2010, 04:04 PM
Okay, I have finished my model and the skin, but when I go to export it, once I click NetImmerse/Gambyro, I get a message that says "Python Script Error: Check Console". What do I do to allow me to export it as a nif?

The_Coyote
May 21, 2010, 04:42 PM
do you have the same error even if you have no model in blender but you want to start the script? Have you followed the instruction in the niftools forum (Blender version, python version, etc)?

hockeyrox38
May 22, 2010, 04:07 PM
I am confused. I have now downloaded and installed blender 2.43, and have downloaded python 2.4.6, but i do not know what to do with the tgz file i downloaded

The_Coyote
May 22, 2010, 06:10 PM
you know that this tutorial is a bit older and that newer version of Blender and the scripts are available. There were some issues with the scripts, so that civ4 modding was forced to use older version, but now you can use that up to date scripts. The basic sheme hasnīt changed (make your model - unwrap it - apply your texture - export it as nif). For the first three steps you can look at some basic blender tutorials (or my make a unti with blender tutorial) - there are also some video tutorial available.

the attached picture shows you the setting which should work the export your model. afterwards you should do a nifswap with the exported model.

here the link to the newest version with the instruction which version of other programs are needed (and in which order you should install them)

http://niftools.sourceforge.net/forum/viewtopic.php?f=3&t=2636

hockeyrox38
May 23, 2010, 12:24 PM
Thank you! I was using blender 2.49, but I believe it wasn't the right nif scripts. Now my model is exported, I can continue!

kid anubis
Jul 09, 2010, 07:31 PM
That isn't thr format, the problem is that your texture isn't considered to follw the UV map. Click on UV of your map input menu (Step 13.4)

Just want to say thanks. I ran into this problem and your tutorial here was very helpful.

dood100125
Sep 16, 2010, 09:07 AM
Not sure if this is still active and im sorry if im not supposed to post here.
I followed the tutorial and got my model working ingame but it has one problem my models skin does not show it all black could anybody help?

The_Coyote
Sep 16, 2010, 10:50 AM
which file format has your texture? (but without texture the model should be pink and not black)

Could you attach (or if your are not allowed because of your postcount: upload it to a webhoster) the exported (and swapped) nif and the texture so that someone could have a look

dood100125
Sep 16, 2010, 12:31 PM
I used a model I found on the internet which was a .obj file I converted it thru blender to a nif just to let you know about that and my texture files is a .dds file and here my files: http://www.mediafire.com/file/laqs7kqjccxt65e/Veli.dds http://www.mediafire.com/file/nuyh2yqf7mzelkx/velo.mtl http://www.mediafire.com/file/2wo9xyraa6zy1b1/Velo.nif http://www.mediafire.com/file/wclpfrlzfniuxl2/velo.obj. as I said before it works ingame but is black.

The_Coyote
Sep 16, 2010, 01:10 PM
the problem was that the mesh of the model was 2 times in the nif, one with texture and one without which makes the model black. Removing the mesh without texture (eg with nifskope or sceneviewer) should solve the problem (files attached: _1 move the second mesh to make both visible, _2 is the nif with only one mesh left)

as hint, perhaps you should also try the poly reducer script of blender before you use this unit, itīs quite poly heavy now - even triangulated the mesh has still around 3500 poly (a normal civ4 warrior mesh has around 800 os the entire warrior unit ~ 2500)

Edit: Attachement removed

dood100125
Sep 16, 2010, 02:30 PM
Thanks for the help and tips :goodjob:

Geek113377
Mar 02, 2011, 12:44 PM
bookmarked for later use. awesome tutorial.

Voyhkah
Mar 14, 2011, 03:30 PM
Aparently, you unwrap differently in 2.49. Can someone tell me how to do this in 2.39.

xooll
Jun 25, 2011, 02:17 AM
Just thought I'd let everyone know: Don't use Blender 2.58! Niftools doesn't work with it. Also it seems to have some graphics issues (at least for me). 2.49b is good.