Textured obj -> Nif, is it possible?

Deon

Lt. of Mordor
Joined
Jan 13, 2008
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St.Petersburg, Russian Federation
So I've got this small pirate airship in my Wings 3d (sorry for bad quality, image size limits it).

14dosh4.png


This is my 1st try at civ4 unit and I've just started to model things so the only program that I can use freely is Wings 3d. I have Blender and other programs but their interface is too hard for me to make anything comfortably.

So, the question is: I have this .obj textured, how can I convert a textured obj to unanimated nif to avoid re-mapping of it? I want to leave the texture link as it is.
 
Just import the obj and export it back as nif. Both max and Blender should be able to do that.

What software do you have at hand ?
 
I have Wings 3d where I can work easily (interface is really simple), Blender where I know how to move camera/do things VERY slowly and 3ds Max where I almost can't figure out how to select vertex/face/edge yet (well, I'll get a tutorial if I need to, and I know its possibilities because I've made simple things a few years ago with Max 6,0 :)).

The main problem with NIF are bones. I tried to look at a crossbowman but there're different options for importing:
33el7q0.png


Can you explain them to me? What does they mean?
Also I had a weird thing: when I did nothing to crossbowman suddenly his bones "popped out" of his body after some selection/mode switching and I couldn't get them back with ctrl+z. Some weird things happened...

Any help is highly appreciated :D.
 
Since you said that you would be fine with a Un-Animated nif, you don't need to care about the bones at all - you could just remove these, or better yet not import them in the first place.

I don't use blender, so i can't help you on the details here.

With Max you need to make your object Editable Mesh (it usually is) then you can go to sub object level - just expand the Editable Mesh Rollout in the modifier stack (One of the Tabs in the right hand vertical tool bar in the default interface). Should look something like this:

+ Editable Mesh
|- Vertex
|- Edge
|- Face
|- Element

There you can select the sublevel you want to work on, and then move on to selecting/moving/editing the elements of the mesh.

Max also comes with a nice set of tutorials you can access from help menu. A few basic ones - Maybe one or two of the Chess set and the Low Poly Space ship should provide you with some insight in the interface and all the basics you need for low Poly modeling.
 
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