3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post questions about game models here, or help out others!
Kunigunde
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Re: 3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post by Kunigunde » Sun Jun 06, 2010 9:49 pm

This tutorial is outdated. There is no (no need) nifgmax.exe in the latest releases. Copy dlu and dlls (NifMagic.dll and NifMopp.dll) in “plugins” folder ini in “PlugCFG” folder (edit it if you wish, paths etc.); start gMax as usual from original gmax.exe.

Sometimes (Divinity 2) nifs do not contain skeleton structure but do contain bones and skin information. Skeleton is stored in another file. So, copy/paste NiTriStrips/ NiTriShape mesh nodes on corresponding bone nodes of skeleton nif in NifScope before importing in Max/gMax.

Usually nif skeletons should be imported first in a Max/gMax scene. Than meshes or kf animations. When you receive a mess try to save and reload Max/gMax scene.

In general such settings are usually working (use suitable nif version format game settings):
http://i109.photobucket.com/albums/n45/ ... Export.jpg
Sometimes it is necessary to check “Extra Nodes on Mesh” (animations).

Oblivion like nifs (complete skeleton is stored in a separate nif) and a “Bip01 NonAccum” node present other settings should be used (compare your nifs and some OB ones). I would assemble a complete model in NifScope before gMax import. Havok, collision is another story.
Note that there could be problems in gMax in case skinning pose is wrong (in Max and Blender that can be fixed).
:)

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Re: 3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post by Jeremonster » Mon Jun 07, 2010 2:03 am

Kunigunde wrote:This tutorial is outdated. There is no (no need) nifgmax.exe in the latest releases. Copy dlu and dlls (NifMagic.dll and NifMopp.dll) in “plugins” folder ini in “PlugCFG” folder (edit it if you wish, paths etc.); start gMax as usual from original gmax.exe.

Sometimes (Divinity 2) nifs do not contain skeleton structure but do contain bones and skin information. Skeleton is stored in another file. So, copy/paste NiTriStrips/ NiTriShape mesh nodes on corresponding bone nodes of skeleton nif in NifScope before importing in Max/gMax.

Usually nif skeletons should be imported first in a Max/gMax scene. Than meshes or kf animations. When you receive a mess try to save and reload Max/gMax scene.

In general such settings are usually working (use suitable nif version format game settings):
http://i109.photobucket.com/albums/n45/ ... Export.jpg
Sometimes it is necessary to check “Extra Nodes on Mesh” (animations).

Oblivion like nifs (complete skeleton is stored in a separate nif) and a “Bip01 NonAccum” node present other settings should be used (compare your nifs and some OB ones). I would assemble a complete model in NifScope before gMax import. Havok, collision is another story.
Note that there could be problems in gMax in case skinning pose is wrong (in Max and Blender that can be fixed).
:)
Very insightful, thanks!

The Issue with Importing the Skeletons is that they are .skt files. I am unsure of how to Import those. Hopefully there is a way to do so, but until then I'll just Copy the Mesh to another file and adjust that file's Skeleton to fit the Pasted Mesh. The real Issue is the Texture. For some reason, Importing into GMax removes the Texture Mapping from the .mgn Mesh files. I'm very hopeful for a Solution to this Issue.

Thanks for the Post!

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Re: 3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post by Kunigunde » Tue Jun 08, 2010 1:38 am

Sorry, I have never worked with .skt files.

fatduck
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Re: 3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post by fatduck » Tue Jun 08, 2010 7:32 am

Hey Jeremonster, I tested your mgn file in gamx and all the UVs and texture are fine!!!
Maybe you don't know how to show it up in gmax's viewport!?

In the material editor, click "New" for a new material and click on the little box next to diffuse color box, a select box show up and select bitmap, then select your texture file(If you have nif plugins installed, you can use dds directly). Select your mesh object by clicking on it, go back to material editor and press "Apply". Now press the little checker box(like in my picture with a yellow circle) and the texture will show.

If you want to make sure the UV are Ok. Select your mesh object, goto modify panel. From the drop down list box select "Unwarp UVW". And press "Edit". you will see something like in my picture.
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No more Fatduck, no more FatImporter, Byebye everyone!

Jeremonster
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Re: 3d Model Conversion: .mgn to .nif (SWG - ZT2)

Post by Jeremonster » Tue Jun 08, 2010 2:21 pm

fatduck wrote:Hey Jeremonster, I tested your mgn file in gamx and all the UVs and texture are fine!!!
Maybe you don't know how to show it up in gmax's viewport!?

...
Wow!

Thanks so much!

You were right, I'm not very experienced with GMax. You've helped me out a lot! I've not only been able to get the Blistmok to Load properly in GMax, but I've also been messing around with the Nif in NifSkope! Here's a Shot of it:

Image

I'm working on trying to get it into Zoo Tycoon 2 right now, we'll see how good my skills are. I'll update you guys when I do!

Thanks everyone!

:D

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