imported>Henning |
imported>Illyism |
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| Needed
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| Blender 2.48a - Download Place: http://www.blender.org/download/get-blender/ - Main Website:
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| http://www.blender.org/
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| Gimp 2.6.3 - Download Place: http://www.gimp.org/downloads/ - Main Website: http://www.gimp.org/
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| Gimp Normal Map Plugin 1.2.2 Download Place: http://nifelheim.dyndns.org/~cocidius/normalmap/#download Main
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| Website: http://nifelheim.dyndns.org/~cocidius/normalmap/
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| DDS Converter 2.1 - Download Place: http://eliteforce2.filefront.com/file/DDS_Converter;29412
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| Nifskope-1.0.18.4332 - Download Place: http://www.sendspace.com/file/h84nzl - Main Website:
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| http://niftools.sourceforge.net/forum/view...?f=4&t=2037
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| FO3 Archive Utility - Download Place: http://fallout3nexus.com/downloads/file.php?id=34
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|
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| Recommended
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| Experience with Blender, Gimp, Nifskope, and the Garden of Eden Creation Kit.
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|
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| The Tutorial
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| 1. Open up Blender. You will have a cube. Click on Add-> Mesh-> UVSphere. Set segments to 4 and rings to 4.
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| Click OK. In your view the newly added mesh will not be visible. This is because it is covered up by the
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| cube. However the mesh should be already selected and a set of arrows should be visible. Left-Click on the
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| green arrow and hold the mouse button down and move your mouse till your mesh is exactly above your cube.
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| Click on Add-> Mesh-> Cylinder. Set vertices to 6. Left-Click on the green arrow of your newly created mesh
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| and hold the mouse button down and move your mouse till it is exactly below your cube.Switch to Edit Mode.
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| Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click OK. Switch the Window type to UV/Image
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| Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size to 256. Click OK. Now click on the Save
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| UV (tga) button.
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| Switch the Window type back to 3D View. Switch the mode to Object Mode. Select the cube by Right-Clicking
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| on it. Switch to Edit Mode. Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click OK. Switch the
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| Window type to UV/Image Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size to 256. Click
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| OK. Now click on the Save UV (tga) button.
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| Switch the Window type back to 3D View. Switch the mode to Object Mode. Select the last mesh by
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| Right-Clicking on it.Switch to Edit Mode. Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click
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| OK. Switch the Window type to UV/Image Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size
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| to 256. Click OK. Now click on the Save UV (tga) button. Switch the Window type back to 3D View. Switch the
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| mode to Object Mode.You are done with exporting the textures.Now you are going to export all the meshes.
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| Left-Click on File-> Export-> Wavefront (.obj)... Name it I.obj and then click the Export Wavefront OBJ
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| Button.Set it to triangulate. Unset it to Rotate X90. Set it to Normals. Click on the Export button. Select
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| the cube mesh by Right-Clicking on it. Left-Click on File-> Export-> Wavefront (.obj)... Name it Love.obj
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| and then click the Export Wavefront OBJ Button.Set it to triangulate. Unset it to Rotate X90. Set it to
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| Normals. Click on the Export button.Select the cylinder mesh by Right-Clicking on it.Left-Click on File->
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| Export-> Wavefront (.obj)... Name it PrincessStomper.obj and then click the Export Wavefront OBJ Button.Set
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| it to triangulate. Unset it to Rotate X90. Set it to Normals. Click on the Export button. You are now
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| finished with Blender!
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| 2. Open up GIMP.File-> Open. Select _Sphere.tga and click on the Open button. Texture it how you want. When
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| done with texturing File-> Save As. Set the Name to I.tga and click on the Save button. Uncheck RLE
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| compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal
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| map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the
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| 3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.Click on
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| the Rotate light button. Now click in the top left corner of the big white square and drag until your
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| cursor is in the middle of it. Switch to the Normalmap window and checkmark Wrap. Set the Height source to
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| Alpha. Now set the Scale to 6. And the filter to one of the following:
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| # 4 Sample – Very grainy. Use for rock or other rough textures.
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| # 3x3 – Grainy. Use for scratched metals or other rough textures.
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| # 5x5 – Smooth. Use for smooth metals and wood.
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| # 7x7 – Smoother. Use for cloth and furniture.
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| # 9x9 – Very Smooth. – Use for polished metal and gems.
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| When you have done that click the Ok Button.
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| File-> Save As. Set the name to I_n.tga and uncheck RLE Compression and make sure the origin is Top left.
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| Click the Save button.
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| Open up GIMP.File-> Open. Select _Sphere.tga and click on the Open button. Texture it how you want. When
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| done with texturing File-> Save As. Set the Name to I.tga and click on the Save button. Uncheck RLE
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| compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal
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| map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the
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| 3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.Click on
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| the Rotate light button. Now click in the top left corner of the big white square and drag until your
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|
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| cursor is in the middle of it. Switch to the Normalmap window and checkmark Wrap. Set the Height source to
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|
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| Alpha. Now set the Scale to 6. And the filter to one of the following:
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| # 4 Sample – Very grainy. Use for rock or other rough textures.
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| # 3x3 – Grainy. Use for scratched metals or other rough textures.
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| # 5x5 – Smooth. Use for smooth metals and wood.
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| # 7x7 – Smoother. Use for cloth and furniture.
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| # 9x9 – Very Smooth. – Use for polished metal and gems.
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| When you have done that click the Ok Button.
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| File-> Save As. Set the name to I_n.tga and uncheck RLE Compression and make sure the origin is Top left.
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| Click the Save button.
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| File-> Open. Select _Cube.tga and click on the Open button. Texture it how you want. When done with
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| texturing File-> Save As. Set the Name to Love.tga and click on the Save button. Uncheck RLE compression
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| and set the Origin to Top left. Click on the Save button. We are now going to do the normal map. Layer->
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| Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the 3D Preview
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| Button. Left click and hold the middle of the big white square until it is leaning back.Click on the Rotate
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| light button. Now click in the top left corner of the big white square and drag until your cursor is in the
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| middle of it. Switch to the Normalmap window and checkmark Wrap. Set the Height source to Alpha. Now set
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|
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| the Scale to 6. And the filter to one of the following:
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| # 4 Sample – Very grainy. Use for rock or other rough textures.
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| # 3x3 – Grainy. Use for scratched metals or other rough textures.
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| # 5x5 – Smooth. Use for smooth metals and wood.
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| # 7x7 – Smoother. Use for cloth and furniture.
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| # 9x9 – Very Smooth. – Use for polished metal and gems.
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| When you have done that click the Ok Button.
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| File-> Save As. Set the name to Love_n.tga and uncheck RLE Compression and make sure the origin is Top
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| left. Click the Save button.
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| File-> Open. Select _Cylinder.tga and click on the Open button. Texture it how you want. When done with
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| texturing File-> Save As. Set the Name to PrincessStomper.tga and click on the Save button. Uncheck RLE
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| compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal
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| map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the
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|
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| 3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.Click on
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|
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| the Rotate light button. Now click in the top left corner of the big white square and drag until your
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|
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| cursor is in the middle of it. Switch to the Normalmap window and checkmark Wrap. Set the Height source to
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|
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| Alpha. Now set the Scale to 6. And the filter to one of the following:
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| # 4 Sample – Very grainy. Use for rock or other rough textures.
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| # 3x3 – Grainy. Use for scratched metals or other rough textures.
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| # 5x5 – Smooth. Use for smooth metals and wood.
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| # 7x7 – Smoother. Use for cloth and furniture.
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| # 9x9 – Very Smooth. – Use for polished metal and gems.
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| When you have done that click the Ok Button.
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| File-> Save As. Set the name to PrincessStomper_n.tga and uncheck RLE Compression and make sure the origin
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| is Top left. Click the Save button.
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| You are now finished with Gimp!
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| 3. Open DDS Converter 2.1. Click on the Options button. Set the DXTc format to DXT3. Checkmark Build
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| mipmaps and set the number to 9. Click the Ok Button. Make sure the output format is DirectDraw Surface.
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| Select I.tga. Click the convert button. When that is finished you Select I_n.tga and convert it to.
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| Then Love.tga and then Love_n.tga and then PrincessStomper.tga and finally PrincessStomper_n.tga.
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| You are now finished with the DDS Converter!
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| 4. Use FO3 Archive Utility to extract 10mmPistol.nif
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| 5. Open Nifskope. Load the 10mmPistol. View-> Show Blocks in List. Select NiHeader. Open Strings. Set 10MMPistol to PrincessStomper. Find 10MMPistol:0 and set it to PrincessStomper:0 and View-> Show Blocks in Tree. Find and Right-Click-> Block-> Remove Branch on all of the following:
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| ##Slide
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| ##Trigger
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| ##Catch
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|
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| Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find I.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Finally find the PrincessStomper:0 NiTriStrips. Select it's NiTriStripsData and Right-Click-> Block -> Paste Over.
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| Select PrincessStompers:0's BSShaderTextureSet and for textures set the first to
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| textures\I.dds
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| set the second to
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| textures\I_n.dds
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| Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find Love.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Find the NiNode called ##Clip. Then find the NiTriStrips ##Clip:0 and select it's NiTriStripsData and Right-Click-> Block -> Paste Over. Select ##Clip:0's BSShaderTextureSet and for textures set the first to
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| textures\Love.dds
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| set the second to
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| textures\Love_n.dds
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| Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find PrincessStomper.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Find the NiNode called ##Hammer. Then find the NiTriStrips ##Hammer:0 and select it's NiTriStripsData and Right-Click-> Block -> Paste Over. Select ##Hammer:0's BSShaderTextureSet and for textures set the first to
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| textures\PrincessStomper.dds
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| set the second to
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| textures\PrincessStomper_n.dds
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| File-> Save As. Goto Fallout 3's Data\meshes\ and name it PrincessStomper and then click the Save button.
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| You are now done with Nifskope!
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| One last thing to do is place all your .dds files in your textures folder of Fallout 3.
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