Difference between revisions of "Arcane University:Nif implementation"
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*[[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]] | ||
| + | |||
| + | ==Asset Implementation Software== | ||
| + | When you've finished your textures and low poly mesh, they must be converted into Skyrim friendly formats, and implemented into Skyrim. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in most projects you are encouraged to implement your own asset. This is also what we recommend in the Arcane University, as it allows you to see and fix errors in your mesh and textures that's not visible until you see it in game. | ||
| + | |||
| + | Asset implementation is a big topic, and more complicated assets require a thorough knowledge of NifSkope and Creation Kit. However, something as simple as a bowl can easily be done! | ||
| + | |||
| + | All programs and plugins from here on out are free. | ||
| + | |||
| + | ===Convert Texture Maps to DDS=== | ||
| + | Skyrim uses the [[Arcane_University:DDS_Data_Format|DDS]] file format for all their texture maps. Export your textures in PNG or TGA, prepare your diffuse and other maps, then convert the images to DDS. | ||
| + | |||
| + | *[https://www.getpaint.net Paint.Net] ''(also read [[Arcane_University:Paint.Net_for_Skyrim|Paint.net for Skyrim]])'' | ||
| + | *[https://www.nexusmods.com/skyrimspecialedition/mods/23316 Cathedral Assets Optimizer] converts only TGA to DDS. Allows batch conversion. | ||
| + | *[https://developer.nvidia.com/nvidia-texture-tools-exporter Nvidia Texture Tools Exporter] can be downloaded as standalone program, or as Photoshop plugin. Standalone program allows batch conversion. | ||
| + | *[https://www.gimp.org GIMP] primarily an image manipulation program. Plugin not required (v 2.10.24). Does not support [[Arcane_University:DDS_Data_Format#There_are_tons_of_DXT_codecs.21_Which_should_I_use.3F|DXT10/BC7]] export. Results can be inferior to other DDS export methods. | ||
| + | *[https://github.com/Unity-Technologies/crunch/tree/unity Crunch] is designed for more advanced compression, and is a command-line tool, but it also outputs excellent quality DDS when configured properly. | ||
| + | *[https://gpuopen.com/compressonator/ Compressonator] requires an AMD graphics card, but outputs good quality and has a nice GUI. Also supports command-line use. | ||
| + | |||
| + | For information regarding the various export settings, and '''how to convert your texture to DDS''', read the [[Arcane_University:DDS_Data_Format|DDS]] page. | ||
| + | |||
| + | ===Convert Mesh to NIF=== | ||
| + | {{note|float=right|max-width=35%|Special Edition uses a different nif format from Skyrim/Legendary Edition. However, nearly all Skyrim/LE nifs will work in SSE, and are easier to work with. SSE nifs are also less precise. For this reason, most projects use LE nifs. If you do need to convert either way, you can use [https://www.nexusmods.com/skyrimspecialedition/mods/23316 Cathedral Assets Optimizer] or [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE Nif Optimizer].}} | ||
| + | |||
| + | There are a variety of methods to convert your mesh, including both software-specific plugins, and standalone converters that are software-agnostic: | ||
| + | |||
| + | *Sofware agnostic: | ||
| + | **[[Arcane_University:CK-CMD_for_Skyrim|CK-CMD]] - can convert both ways between .fbx and nif. Also can handle havok behaviors. | ||
| + | **[[AU:Outfit Studio for Skyrim|Outfit Studio]] - can import .obj or .fbx, and export LE or SSE nifs. Also used skin armor, creatures, or npcs. | ||
| + | *Blender: | ||
| + | **[https://github.com/niftools/blender_niftools_addon Blender Niftools] - For Blender 2.8+, Export/Import tool between Blender and the Nif format. | ||
| + | **[https://github.com/BadDogSkyrim/PyNifly PyNifly] - Export/Import tool between Blender and the Nif format. Supports SSE Meshes | ||
| + | *3ds Max: | ||
| + | **[https://github.com/figment/max_nif_plugin/releases/tag/3.8.0 3DS Max Niftools Addon] - Niftools Addon for 3DS Max. Might not work with versions after 2016 | ||
| + | **[https://www.nexusmods.com/skyrim/mods/84041 Apenov 3DS Max Plugin] - Another Plugin for 3DS Max, works with versions up to 2018. Supports some SSE Meshes | ||
| + | |||
| + | ===Add Collision to NIF=== | ||
| + | Your mesh needs a collision to become solid in the engine. Read the [[Arcane_University:Mesh_Collisions|collision wiki page]] for details on what program to use. | ||
| + | |||
| + | *[[Arcane_University:CK-CMD_for_Skyrim|CK-CMD]] | ||
| + | *[https://www.afkmods.com/index.php?/files/file/2398-nifutilssuite/ NifUtilsSuite] (includes ChunkMerge) - Can transfer collision from one nif to another, or convert TriShapes to compressed mesh collision | ||
| + | *[https://wiki.beyondskyrim.org/wiki/File:Chunkmerge_Utils.zip Chunkmerge Utils] - templates for use with ChunkMerge | ||
| + | |||
| + | ===NifSkope=== | ||
| + | [https://github.com/niftools/nifskope/releases NifSkope] is a program that allows you to open NIF files, view and alter NIF's properties and contents, and export NIF files into other file formats readable by other programs such as Blender. Nifskope is where you attach your textures to the NIF and specify shader settings for it to appear correctly in game. Nifskope also allows you to browse the Skyrim meshes BSA (archive) without using a BSA unpacker. | ||
| + | |||
| + | <center>{{note|Nifskope is essential for all asset implementation.}}</center> | ||
| + | |||
| + | ===Skyrim and Creation Kit=== | ||
| + | To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition. | ||
| + | |||
| + | Depending on which Skyrim you own, you must download the Creation Kit that goes with your version: Creation Kit Legendary Edition, or Creation Kit Special Edition. See [https://www.creationkit.com/index.php?title=Category:Getting_Started Creationkit.com] for more information. | ||
| + | |||
| + | And finally, if you use Skyrim Special Edition, you'll want to download Creation Kit Fixes to stabilize the program, reduce loadtimes and CTDs. [https://www.nexusmods.com/skyrimspecialedition/mods/20061 SSE Creation Kit Fixes] | ||
== Import/Export tools == | == Import/Export tools == | ||
Revision as of 15:43, 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
- DDS Data Format: Overview of the DDS format Skyrim uses for textures
Tutorials
Weapons
Animated objects
- Exporting animated statics using ck-cmd
- Animating Crash Course - Basic Static Animations in Blender (video) by Hayden Price
Constraints
Importing/exporting
Asset Implementation Software
When you've finished your textures and low poly mesh, they must be converted into Skyrim friendly formats, and implemented into Skyrim. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in most projects you are encouraged to implement your own asset. This is also what we recommend in the Arcane University, as it allows you to see and fix errors in your mesh and textures that's not visible until you see it in game.
Asset implementation is a big topic, and more complicated assets require a thorough knowledge of NifSkope and Creation Kit. However, something as simple as a bowl can easily be done!
All programs and plugins from here on out are free.
Convert Texture Maps to DDS
Skyrim uses the DDS file format for all their texture maps. Export your textures in PNG or TGA, prepare your diffuse and other maps, then convert the images to DDS.
- Paint.Net (also read Paint.net for Skyrim)
- Cathedral Assets Optimizer converts only TGA to DDS. Allows batch conversion.
- Nvidia Texture Tools Exporter can be downloaded as standalone program, or as Photoshop plugin. Standalone program allows batch conversion.
- GIMP primarily an image manipulation program. Plugin not required (v 2.10.24). Does not support DXT10/BC7 export. Results can be inferior to other DDS export methods.
- Crunch is designed for more advanced compression, and is a command-line tool, but it also outputs excellent quality DDS when configured properly.
- Compressonator requires an AMD graphics card, but outputs good quality and has a nice GUI. Also supports command-line use.
For information regarding the various export settings, and how to convert your texture to DDS, read the DDS page.
Convert Mesh to NIF
| NOTE: Special Edition uses a different nif format from Skyrim/Legendary Edition. However, nearly all Skyrim/LE nifs will work in SSE, and are easier to work with. SSE nifs are also less precise. For this reason, most projects use LE nifs. If you do need to convert either way, you can use Cathedral Assets Optimizer or SSE Nif Optimizer. |
There are a variety of methods to convert your mesh, including both software-specific plugins, and standalone converters that are software-agnostic:
- Sofware agnostic:
- CK-CMD - can convert both ways between .fbx and nif. Also can handle havok behaviors.
- Outfit Studio - can import .obj or .fbx, and export LE or SSE nifs. Also used skin armor, creatures, or npcs.
- Blender:
- Blender Niftools - For Blender 2.8+, Export/Import tool between Blender and the Nif format.
- PyNifly - Export/Import tool between Blender and the Nif format. Supports SSE Meshes
- 3ds Max:
- 3DS Max Niftools Addon - Niftools Addon for 3DS Max. Might not work with versions after 2016
- Apenov 3DS Max Plugin - Another Plugin for 3DS Max, works with versions up to 2018. Supports some SSE Meshes
Add Collision to NIF
Your mesh needs a collision to become solid in the engine. Read the collision wiki page for details on what program to use.
- CK-CMD
- NifUtilsSuite (includes ChunkMerge) - Can transfer collision from one nif to another, or convert TriShapes to compressed mesh collision
- Chunkmerge Utils - templates for use with ChunkMerge
NifSkope
NifSkope is a program that allows you to open NIF files, view and alter NIF's properties and contents, and export NIF files into other file formats readable by other programs such as Blender. Nifskope is where you attach your textures to the NIF and specify shader settings for it to appear correctly in game. Nifskope also allows you to browse the Skyrim meshes BSA (archive) without using a BSA unpacker.
| NOTE: Nifskope is essential for all asset implementation. |
Skyrim and Creation Kit
To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition.
Depending on which Skyrim you own, you must download the Creation Kit that goes with your version: Creation Kit Legendary Edition, or Creation Kit Special Edition. See Creationkit.com for more information.
And finally, if you use Skyrim Special Edition, you'll want to download Creation Kit Fixes to stabilize the program, reduce loadtimes and CTDs. SSE Creation Kit Fixes