Nexus Skirmisher
Nexus Modding => Mod Development / Released Mods => Topic started by: Death3ye on April 12, 2010, 16:06:35
-
I got a model from the Normandy SR-2, now i want to make it useable in Nexus. I read the modeling chapter in the modding tutorial but i don't have lightwave only 3ds max . Is there away to accomplish my goal with 3ds max ? When yes how ?
(http://img94.imageshack.us/img94/1085/normandysr2.th.jpg) (http://img94.imageshack.us/i/normandysr2.jpg/)
-
Milkshape 3d. There's a mesh importer/exporter for that, I believe.
-
I don't know, if it can export... I've only tried it briefly to import Nexus models using the Nexus Milkshape plugin.
You'll need to get your 3ds max model somehow converted into Lightwave's .lwo format (or .lws for animated stuff), which then allows you to convert the model to Nexus' format using the mod tools provided with the game.
-
Milkshape can export to a msh format but that is from orbiter, the Orbiter Mesh ASCII. I don't know if this is compatible.
-
No, we meant a Milkshape importer plugin specifically for Nexus' .msh files, which you can find at ModDb (http://www.moddb.com/games/nexus-the-jupiter-incident/downloads/nexus-mesh-importer). According to the description it is only an importer, though, so you can only import .msh files in Milkshape instead of exporting to .msh.
Maybe Blender could import from 3ds max and export to .lwo? Haven't tried it, though...
-
I played briefly with the milkshape importer some time back. From what I remember, it allows you to pull the models from the game into milkshape 3d and then export/save as them into .lwo/.lws files ready for lightwave. On the downside, I lost a lot of data with it (textures, animations, parameters,etc) as all I was left with was the basic model.
That aside however, you should be able to build in 3ds max and then export. I think a friend of mine models in 3ds and then finalises in lightwave, I'll see if I can get him to drop in...
-
I can help with that. You'll indeed need to use Lightwave to export it. What I do is build my model and texture it in 3ds max and then export it to Lightwave to add hardpoints there. After the hardpoints have been added you can export it and use it in Nexus. I only just registered to this forum so I'm not sure but if you can, send me a PM and we'll talk about this more. Perhaps I can do the hardpointing and exporting for you.
-
I got now lightwave and here is the result:
(http://img688.imageshack.us/img688/610/nexusdx9201004131611038.th.jpg) (http://img688.imageshack.us/i/nexusdx9201004131611038.jpg/) (http://img357.imageshack.us/img357/4579/nexusdx9201004131610177.th.jpg) (http://img357.imageshack.us/i/nexusdx9201004131610177.jpg/)
Is it possible to have skin shields ?
-
See? All I had to do was sign in here to be helpful :P Nice going though, looks really nice.
-
What do you mean "skin shields"?
you can change the texture, but the behaviour remains the same, I fear. It's pretty hardcoded...
-
Skin shields means, that the shields forms no bubble but it lies directly on the hull.
-
No, I don't think you can do that on this engine...
-
Why don't you put this up on MODDB?
Starting a Mass Effect Mod of/with anything is going to be a unique endeavour.