Difference between revisions of "Arcane University:Nif implementation"
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* [[AU:Mesh Collisions|Collision and physics settings]] | * [[AU:Mesh Collisions|Collision and physics settings]] | ||
** [[AU:Nifskope Hinge Constraints|Hinge Constraints]] | ** [[AU:Nifskope Hinge Constraints|Hinge Constraints]] | ||
| + | ** [[AU:Nifskope Prismatic Constraints|Nifskope Prismatic Constraints]] | ||
* [[AU:NetImmerse Format#Shader types|Shader settings]] | * [[AU:NetImmerse Format#Shader types|Shader settings]] | ||
** [[AU:NetImmerse Format#Effect Properties|Effect properties]] | ** [[AU:NetImmerse Format#Effect Properties|Effect properties]] | ||
Revision as of 18:58, 30 November 2025
| Implementation Departments |
| Quests |
| Nifs |
| Mechanics |
In Beyond Skyrim projects, 3D artists are expected to be able to export their own meshes to nifs, if they are simple enough. However, for more complex objects, like animated objects, or those with particle effects, it may fall on an implementer to bring this into Skyrim. Other partner projects of the AU may have the entire responsibility of bringing a mesh from fbx to in-game fall to the implementation team. Therefore, the first thing you should know is how to export to nif from a 3D program or from a predefined format like fbx. For the basic process of asset implementation, see Intro to Asset Implementation
Contents
Skyrim Data Formats
Skyrim uses NIF and DDS file formats to store meshes and textures, respectively. That means your mesh must be converted to a NIF and textures to DDS.
Nif properties
- General Metadata
- BSX Flags (enable things like animation and physics)
- Inventory marker (changes how the item is shown in the inventory)
- Collision and physics settings
- Shader settings
- Animation