Conversion and Sending

I have just finished my project for a Morrowind Mod for someone. And he is now wanting me to send him the meshes and textures of the object. How exactly would I do that? And since he does not have Blender, how would I convert it to .nif files and allow him to pull them up in the Morrowind Construction Set? I could really use some help with this.

http://niftools.sourceforge.net/wiki/Blender

as far as sending them to him …i’m not sure what their size is, you might be able to do it as an email attachment. or you could upload them to rapidshare and send him the limk to download them.

I think there was a nif toolkit for blender at some stage,
you would need to google ‘nif blender morrowind’
other than that, try a converter.
you should be able to export from blender a .obj or supported format & use a program to convert to .nif format.
again you would need to google nif file converter.

So after I get all of the stuff downloaded and everything. How would I choose to just send him the text and the mesh seperately? Does rapidshare take a subscription? And if I get it, will it give me the option to select the mesh and texture?

You can also make a quick google storage site (sites.google.com) and send the link to the download to your friend. I’d advice to put all your meshes and textures in one single .zip file.

you could email him the text.

Ok. So I need to export it with the gamebryo .nif selection and then do the google thing and then I will be able to send him the mesh and textures after putting them into a .zip file?

Why not just sent him the .blend and a link to the (free) blender binary download?

Other than that you could also make a mulit-part rar (or zip) archive if the file is larger than the maximum email attachment size and just send it as multiple emails.

But the problem is that I don’t know how to access the texture alone or the mesh alone! That’s the only problem I am having.

Yep, that’s why you send them the .blend and a link to blender so it becomes Somebody Else’s Problem™.

Life is much simpler that way…

Not really sure why you need to separate it anyway.

Well he is just wanting to put it into Morrowind. Which is why he just needs the mesh and textures. So that’s why I want to know how to do it. It’s a wonder that nobody has any experience with this.

It’s not that hard, just send him the texture and the nif file, in the construction set he has to add a new object, load the nif file for that object, and load the texture for that object (if I remember correctly u have to add them both) now u can add it in the morrowind game world.

U can export the blend to nif with the scripts on this site: http://niftools.sourceforge.net/wiki/NifTools
and the texture should be a tga if I remember correctly (been a while since I last used the morro editor).
u can add them to the morrowind datafiles, nif file goes to mesh map and texture goes to the textures map. The nif file probably isn’t too big so u can easily send them with email, if not upload them to www.cdupload.com, or the polorix uploader.

Hope that’s it, if not feel free to ask.

Month

Ok That really didn’t work. And it did a while back when I had niftools. Could someone walk me through it.

I have Blender 2.49a 32 bit so I can have yafaray.

I need someone to run me through and tell me exactly which python downloads to get and in what order and where to install them. :). Because for some reason blender is not reading them.

ok, I started working on a small guide for you, but It’s 1 am and I got an error which I need to figure out, and I’m gonna do that after some sleep if you don’t mind, I’m gonna post it tomorrow morning.

Blender to morrowind mini tut.

okay let’s see, first u should get the nif exporters:
located here: http://sourceforge.net/projects/niftools/files/blender_nif_scripts/2.4.9/blender_nif_scripts-2.4.9-windows.exe/download

this should start an installwizard which guides you through the proces of obtaining the exporter scripts. this only works if u installed blender with the windows installer, if u didn’t download the zip file: http://sourceforge.net/projects/niftools/files/blender_nif_scripts/2.4.9/blender_nif_scripts-2.4.9.zip/download

you should unzip this with a program like winrar or 7zip although I’m guessing you already know how. Now unzip this file into blendermain folder > .blender, this places the files where they should be.

now open a new instance of blender.
You should see a new exporter and a new importer: like this:

http://www.cdupload.com/files/61022_7tqta/nifhelp1.png

Make sure you have python 2.6.2 installed, and the blenderconsole says:
Compiled with Python version 2.6.2.
Checking for installed Python… got it!

Now you have to install PyFFI, a file I didn’t have at first which gave me an error, it’s located here:
http://sourceforge.net/projects/pyffi/files/pyffi/2.0.1/PyFFI-2.0.1.zip/download

Now drop the PyFFI folder in the python modules folder located here
blender > .blender > scripts > bpymodules.

Now you should have all the python files you need.

Now for the sake of explaining I’m gonna use a cube with a tga mapped texture.
Replace this bit with your own model.

The texture should be an external .tga file. If it isn’t, convert it with gimp.
(not sure about this, but it works this way) the image should be set as texture, using uv coordinates, so: map input: UV and map to colour probably.

U should have something like this only with a better uvmap, texture and model.

http://www.cdupload.com/files/61023_klgb0/nifhelp2.png

Now use the exporter shown in the first picture, this will let you save your model in nif format.
Name it and save it somewhere. For this example I’m gonna call it, cubetest.nif which I saved in the documents folder, not that it matters though.

Now it openns a gui with some options, select morrowind, and select the options you want, I choose for export geometry only, as my nice cube didn’t have any animations applied to it.
Press ok and the file gets exported to nif format.

Next step will be to copy the nif file to the meshes folder in the morrowind datafiles folder, and the tga file to the texture folder.
If you haven’t installed any mods these folders should be empty, as morrowind loads it files from the disk.

Now open TES III construction set.

First step is always to load the morrowind.esm file. This will open all morrowind files in the editor and allows you to change anything in morrowind.

Now select the type of object you want to create, in the cube case this would be an static item.
Press right mouse button somewhere in the static item list and select new.

http://www.cdupload.com/files/61030_jwp7d/nifhelp3.png

This will open a new dialogue window looking like this:

http://www.cdupload.com/files/61031_vfxd9/nifhelp4.png

Select “Add art file” and then select the nif file you placed in the mesh folder.
You might want to give it a different name, but that’s up to you.

Now you can drag your newly create object into the game.

In case you want to give your friend this file, either let him reproduce the steps in the elder scrolls construction set, or save the plugin now.

In either case he will still need the .nif and the .tga file, which he needs to place in the appropiate folders. If you choose for the latter, he has to drop the .esp file in the data files folder and load that file too.

That’s it, without knowing it I just wrote my first mini tutorial lol xD hope this helps as I spend way too much time figuring it all out again xD and in case anybody needs it, I can also provide it in pdf format.

Month.