Difference between revisions of "Arcane University:Nif implementation"

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===Nif properties===
 
===Nif properties===
* General Metadata
+
* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
** [[AU:NetImmerse Format#BSXFlags|BSX Flags]] (enable things like animation and physics)
+
** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
** [[AU:NetImmerse Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
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*** [[AU:NetImmerse_Format/Texture Slots|Texture Slots]]: Details on texture slot usage
* [[AU:Mesh Collisions|Collision and physics settings]]
+
** [[AU:NetImmerse Format/BSEffectShaderProperty|BSEffectShaderProperty]]: Effect Shader settings and flags
 +
* [[AU:Collision|Collision]] and physics settings
 
** [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
 
** [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
** [[AU:Nifskope Prismatic Constraints|Nifskope Prismatic Constraints]]
+
** [[AU:Nifskope Prismatic Constraints|Prismatic Constraints]]
* [[AU:NetImmerse Format#Shader types|Shader settings]]
 
** [[AU:NetImmerse Format#Effect Properties|Effect properties]]
 
* [[AU:Animation|Animation]]
 
  
 
==Nif implementation tutorials==
 
==Nif implementation tutorials==
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===Import/Export tools===
 
===Import/Export tools===
*[[AU:3ds Max nif plugin|3ds Max nif plugin]]
+
*[[AU:3DS MAX Import|3DS MAX Import]] plugin
 
*[[AU:Blender Niftools Addon|Blender Niftools Addon]]
 
*[[AU:Blender Niftools Addon|Blender Niftools Addon]]
 
*[[AU:ck-cmd|ck-cmd]]
 
*[[AU:ck-cmd|ck-cmd]]

Revision as of 00:38, 1 December 2025

< Arcane University:Implementation
Implementation
Departments
Quests
Nifs
Mechanics

In Beyond Skyrim projects, 3D artists are expected to be able to export their own meshes to nifs, and textures to DDS, 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

Nif properties

Nif implementation tutorials

Weapons

Animated objects

Importing/exporting

Import/Export tools