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#1 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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adding graphics and the kfm file...
I am totaly confused.
I followed roland's tutorial on how to export models from blender, and Ive got a model thats now a nif file, and it certainly is a nif file because I can open it in NifSkope. I don't know where to go from here. Ive added the resource that will have the model, and also created a art defines for it, but If I go into worldbuilder to put it into the landscape the game crashes. can someone plz help me with adding the graphic ![]() has it got something to do with kfm? |
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#2 |
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Warlord
Join Date: Nov 2005
Location: South Carolina
Posts: 103
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Response
the nif. file needs to be linked to an animation file which is the kf and kfm files. Dont know how to do that yet though. From what I read blender doesnt support animation at this time.
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#3 |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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You could use a trick:
Copy an existing resource that looks similar to your new resource into a new folder (including kfm and kf files). Now open its nif in NifViewer and add the newly generatet resource nIf. Drag the new mesh onto the node where the original resource has its mesh and delete the old mesh as well as the ninodes of the new resource (that are no longer needed). For more information about this process read Rabbits White's NifViewer-tutorial. Then save your new resource and use the .kfm of the old one. Another possibility would be to simply rename the nodes in your nif file to the ones in the resource you want to use the .kfm of, but that might lead to some strange effects and relocations ingame. One thing you should now is that all meshes that are connectet to the ninode called "central pile" or something similar will be hidden when an improvement is placed upon the resource.
__________________
Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#4 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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ok i'll see. tricky business this modeling
![]() EDIT: I try and load the file in kf and kfa versions, but nifviewer just flashed on the scren for a moment and fails, and If i try and load it in the form of nif, it says the file is "too old".
Last edited by dalek master; May 04, 2006 at 06:47 AM. |
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#5 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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plz. this is the last time I bump a thread...
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#6 | |
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academic precarity
Join Date: Feb 2006
Location: Berlin
Posts: 4,748
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Quote:
"I forgot to say it, 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" |
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#7 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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Quote:
what?
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#8 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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please, help.......
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#9 |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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again, sadly
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#10 |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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I'm quite far away from my files right now, but I thought that a KFM was not required for a resource (you mean bonus?) graphic. Unless, of course, you want it animated... I could be wrong tho, but I would check out Ploeperpengel's answer to see if there is something wrong with the NIF before pinning it on KFM...
__________________
Planet Roanoke : a SMAC tribute and remix (Sci-Fi Mod) In the early years of human interstellar colonization, accidents are bound to happen. But is the crash-landing of Mayflower II really an accident? |
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#11 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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Quote:
......I'll go and see if I can put it in non-animated. Although it would be good to have animated ones... EDIT: it works! well atleast the nasty red smei-sphere has gone, and my things invisible.... never mind! thanks, but It would be good to get the kfm file sorted out... Last edited by dalek master; May 09, 2006 at 01:53 PM. |
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#12 |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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I remembered after posting that in our mod we have non-KFM resources everywhere, because we recycle certain buildings as resources, which are (mostly) not animated.
__________________
Planet Roanoke : a SMAC tribute and remix (Sci-Fi Mod) In the early years of human interstellar colonization, accidents are bound to happen. But is the crash-landing of Mayflower II really an accident? |
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#13 | |
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Registered User
Join Date: Jun 2005
Location: Depths of the time war
Posts: 336
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Quote:
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