Difference between revisions of "Arcane University:Nif implementation"
The Beyond Skyrim Wiki — Hosted by UESP
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*[[AU:Nifskope Prismatic Constraints|Prismatic Constraints]] | *[[AU:Nifskope Prismatic Constraints|Prismatic Constraints]] | ||
| − | == Importing/exporting == | + | === Importing/exporting === |
*[[AU:Nif Import|Nif Import]] | *[[AU:Nif Import|Nif Import]] | ||
*[[AU:Mesh Export to NIF|Mesh Export to NIF]] | *[[AU:Mesh Export to NIF|Mesh Export to NIF]] | ||
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*[[AU:3DS MAX Import|3DS MAX Import]] plugin | *[[AU:3DS MAX Import|3DS MAX Import]] plugin | ||
*[[AU:Blender Niftools Addon|Blender Niftools Addon]] | *[[AU:Blender Niftools Addon|Blender Niftools Addon]] | ||
Revision as of 15:19, 1 December 2025
| 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
Contents
Reference pages
- NetImmerse Format: Overview of nif format
- BSLightingShaderProperty: Lighting Shader settings and flags
- Texture Slots: Details on texture slot usage
- BSEffectShaderProperty: Effect Shader settings and flags
- BSLightingShaderProperty: Lighting Shader settings and flags
- Collision and physics settings
Tutorials
Weapons
Animated objects
- Exporting animated statics using ck-cmd
- Animating Crash Course - Basic Static Animations in Blender (video) by Hayden Price