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Hi, I'm Gerp. I'm a beginner 3D student in the [[Arcane University]] programme.
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Hi, I'm Gerp. Here's a guide to converting a Blender mesh to a Skyrim Special Edition NIF:
 
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Here's a guide to converting a Blender mesh to a Skyrim Special Edition NIF:
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== Blender to Skyrim SE NIF ==
 
== Blender to Skyrim SE NIF ==
  
Do not try to export directly to a NIF from Blender. Instead, we will export to an FBX file, convert it to a NIF, and then adjust it.
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Do not try to export directly to a NIF from Blender. Instead, we will export to an FBX file, convert it to a NIF, and then adjust it. If you get stuck, find me in the Arcane University's Discord server and ask for help. :)
 
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If you get stuck, find me in the Arcane University's Discord server and ask for help. :)
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=== Requirements ===
 
=== Requirements ===
  
This is for Windows only.
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This is for Windows only. Download any of these that you do not already have, and unzip the .zip and .7z files (use [https://www.7-zip.org/a/7z1900-x64.exe 7-Zip] for .7z):
  
Download any of these that you do not already have, and unzip the .zip and .7z files (use [https://www.7-zip.org/a/7z1900-x64.exe 7-Zip] for .7z):
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* Skyrim Special Edition
 
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* Skyrim CreationKit
* [https://www.blender.org/download/ Blender 2.83+]
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* [https://www.blender.org/download/Blender2.83/blender-2.83.13-windows64.msi Blender 2.83]
** Also install it
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* [https://www.dotpdn.com/files/paint.net.4.2.15.install.zip Paint.Net 4.2+]
* If you have textures: [https://www.dotpdn.com/downloads/pdn.html Paint.Net 4.2+]
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* [https://wiki.beyondskyrim.org/wiki/File:CK-CMD-Mar2020.zip CK-CMD March 2020 build]
** Install it, too
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* [https://wiki.beyondskyrim.org/wiki/File:CK-CMD-Stable.zip CK-CMD stable build]
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* [https://github.com/niftools/nifskope/releases/download/v2.0.dev7/NifSkope_2_0_2018-02-22-x64.7z NifSkope 2.0 Dev 7]
 
* [https://github.com/niftools/nifskope/releases/download/v2.0.dev7/NifSkope_2_0_2018-02-22-x64.7z NifSkope 2.0 Dev 7]
* [https://www.afkmods.com/index.php?/files/file/2398-nifutilssuite/ NifUtilsSuite 1.2.2] (requires signup to download)
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* [https://drive.google.com/file/d/0B9F4jSOO-JcpYTNsbUg3MkNILW8/view NifUtilsSuite 1.2.2]
** No need to install it yet
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* [https://cdn.discordapp.com/attachments/312169456153526272/458674423843520512/nif.xml nif.xml]
 
* [https://cdn.discordapp.com/attachments/312169456153526272/458674423843520512/nif.xml nif.xml]
 
* For unmovable Skyrim objects: [https://cdn.discordapp.com/attachments/312169456153526272/458679816682602542/Skyrim_Static.nif Skyrim_Static.nif]
 
* For unmovable Skyrim objects: [https://cdn.discordapp.com/attachments/312169456153526272/458679816682602542/Skyrim_Static.nif Skyrim_Static.nif]
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* [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE NIF Optimizer 3.0]
 
* [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE NIF Optimizer 3.0]
  
If you want to verify that your conversion worked (recommended), you also need to install these:
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=== Steps ===
* Skyrim Special Edition
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* [https://store.steampowered.com/app/1946180/Skyrim_Special_Edition_Creation_Kit/ Skyrim CreationKit]
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=== Steps ===
 
These are based on [https://www.youtube.com/watch?v=3f_9evNUiGU this video]. If you want, you can use that instead, check here when you run into issues, and then skip to Verification below at the end.
 
 
# Make or open your object in Blender, optionally with a colour texture and/or normal map
 
# Make or open your object in Blender, optionally with a colour texture and/or normal map
 
# If you have a colour texture:
 
# If you have a colour texture:
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## Resize it so the height and weight are multiples of 2 (example: 4096x4096 is OK, but 6144x6144 is not)
 
## Resize it so the height and weight are multiples of 2 (example: 4096x4096 is OK, but 6144x6144 is not)
 
## Export it to a DDS file with '''BC7/DX11+''' compression in a folder called "textures" next to the .blend file
 
## Export it to a DDS file with '''BC7/DX11+''' compression in a folder called "textures" next to the .blend file
# Ensure that the Blender unit scale is 1.0 and the object is the desired size in your preferred unit system<br/>[[Image:Blender_scene_units.png]]
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# Ensure that the Blender unit scale is 1.0 and the object is the desired size in your preferred unit system (ADD SCREENSHOT HERE)
 
# Duplicate the object in Blender with Shift+D and then right click to prevent moving it
 
# Duplicate the object in Blender with Shift+D and then right click to prevent moving it
 
# Scale the new object in Blender 100x
 
# Scale the new object in Blender 100x
 
# Apply all transforms on the large object in Blender by pressing Ctrl+A with the object selected and clicking All Transforms
 
# Apply all transforms on the large object in Blender by pressing Ctrl+A with the object selected and clicking All Transforms
 
# With the large object selected in Blender, click File > Export > FBX (.fbx)
 
# With the large object selected in Blender, click File > Export > FBX (.fbx)
# In the pane that appears, on the right side, set these options:<br/>[[Image:Blender_export_fbx_skyrim_settings.png|300px]]
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# In the pane that appears, on the right side, set these options: (ADD SCREENSHOT HERE)
 
# At the bottom of the pane, click the Export FBX button
 
# At the bottom of the pane, click the Export FBX button
 
# Open the Windows command line by pressing Windows+R and entering: cmd
 
# Open the Windows command line by pressing Windows+R and entering: cmd
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# If you have a colour texture and/or normal map:
 
# If you have a colour texture and/or normal map:
 
## Open the NIF in NifSkope
 
## Open the NIF in NifSkope
## Click the model on the right
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## In the top-left panel, open all hierarchy trees, and click the bottom entry (ADD SCREENSHOT HERE)
## In the top-left panel, open all hierarchy trees, and click the BSShaderTextureSet entry<br/>[[Image:Nifskope_textures.png|300px]]
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## In the bottom panel, open the hierarchy tree
 
## In the bottom panel, open the hierarchy tree
 
##* If you have a colour texture:
 
##* If you have a colour texture:
##*# Double click the value column in the first row of the tree, and ensure that it is textures\<colour texture name>.dds
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##*# Double click the value column in the first row of the tree, and ensure that it is textures/<colour texture name>.dds
 
##*# Save the file, and click Yes or OK if any dialog box appears
 
##*# Save the file, and click Yes or OK if any dialog box appears
 
##* If you have a normal map:
 
##* If you have a normal map:
##*# Double click the value column in the second row of the tree, and ensure that it is textures\<normal map name>.dds
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##*# Double click the value column in the second row of the tree, and ensure that it is textures/<normal map name>.dds
 
##*# Save the file, and click Yes or OK if any dialog box appears
 
##*# Save the file, and click Yes or OK if any dialog box appears
 
#* Note: you should now be able to see your textures on the mesh
 
#* Note: you should now be able to see your textures on the mesh
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# Click the Chunk Merge tab
 
# Click the Chunk Merge tab
 
# In the Files > Target-File and Collision-File fields, open your NIF
 
# In the Files > Target-File and Collision-File fields, open your NIF
# In the Files > Template field, select Skyrim_Static.nif for an immovable object or Skyrim_Clutter.nif for a movable one
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# In the Files > Template field, select Skyrim_Static.nif for immovable objects or Skyrim_Clutter.nif for movable ones
 
# In Collision Source, select Mesh data
 
# In Collision Source, select Mesh data
 
# In Collision Material, select from the dropdown a type of visual and sound effects for your object colliding with things in game
 
# In Collision Material, select from the dropdown a type of visual and sound effects for your object colliding with things in game
# Click the Add Collision button at the bottom right part of the window
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# Click the Add Collision button
 
#* '''Note''': if it crashes, try making and using a simple bounding box for the Collision Source by adding a cube mesh in Blender, transforming it in Object Mode to barely contain your 100x-scale mesh, applying the transforms with Ctrl+A > All Transforms, and exporting it to FBX and converting it to NIF as above
 
#* '''Note''': if it crashes, try making and using a simple bounding box for the Collision Source by adding a cube mesh in Blender, transforming it in Object Mode to barely contain your 100x-scale mesh, applying the transforms with Ctrl+A > All Transforms, and exporting it to FBX and converting it to NIF as above
 
# Copy the NIF to the same folder as SSE NIF Optimizer.exe
 
# Copy the NIF to the same folder as SSE NIF Optimizer.exe
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# Copy the NIF from the Optimizer folder to your Skyrim Data\Meshes folder (example: mine is G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes)
 
# Copy the NIF from the Optimizer folder to your Skyrim Data\Meshes folder (example: mine is G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes)
 
# If your mesh has textures, copy those DDS files to your Skyrim Data\textures folder
 
# If your mesh has textures, copy those DDS files to your Skyrim Data\textures folder
 
=== Verification ===
 
If you want to see if it worked:
 
 
# Open CreationKit
 
# Open CreationKit
 
# Click File > Data
 
# Click File > Data
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# If you already have a mod you want to add to, double-right-click it
 
# If you already have a mod you want to add to, double-right-click it
 
# Click the OK button
 
# Click the OK button
#* You can probably ignore any warnings
 
 
# In the left-side list of the Object Window, select a category or subcategory that you think best describes your object
 
# In the left-side list of the Object Window, select a category or subcategory that you think best describes your object
 
# In the right side list of the Object Window, find something roughly similar to your object. Right-click it and click Duplicate
 
# In the right side list of the Object Window, find something roughly similar to your object. Right-click it and click Duplicate
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#* A 3D view of the cell should appear. You can zoom with the scroll wheel, rotate around the selected object with Shift, pan with Spacebar, and focus on an object by double-clicking its name in the Cell View or pressing Shift+F for the selected object
 
#* A 3D view of the cell should appear. You can zoom with the scroll wheel, rotate around the selected object with Shift, pan with Spacebar, and focus on an object by double-clicking its name in the Cell View or pressing Shift+F for the selected object
 
# Drag your new object from the Object Window to the 3D UnownedCell view
 
# Drag your new object from the Object Window to the 3D UnownedCell view
#* You should see your new object. You can move it horizontally by clicking and dragging it, and vertically by holding Z while clicking and dragging. You can also rotate an object by right-clicking it and dragging, optionally holding Z, X, or C for a particular axis
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#* You should see your new object. You can move it horizontally by clicking and dragging it, and vertically by holding Z while clicking and dragging
 
# Save your mod by clicking the Save icon button in the top left part of CreationKit
 
# Save your mod by clicking the Save icon button in the top left part of CreationKit
 
# If prompted, enter a name for your mod's file name
 
# If prompted, enter a name for your mod's file name

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