Morrowind Mesh..

I’m thinking of modeling a weapon for morrowind. and I have a couple of questions.

1: Is it possible to export to morrowind?

2: How high/low graphical should it be?

  1. Yes . Get the .ZIP NOT the .EXE from here : http://sourceforge.net/project/showfiles.php?group_id=149157&package_id=166219
    (the exe will/might install a tojan on your computer - though I don’t think I got that version from Sourceforge) . The zip contains the required pyton scripts for import/export . Just put them (with the “bpymodules” folder) into your Blender scripts folder .
    Start up Blender . Do your thing . When ready to export run the nif_export.py script in the Scripts Window . Export .You should have a .nif file ready to use in the construction set .
  2. You probably want as low a polycount as possable . About as much as the current Blender GE ususally likes to handle . Though with the import script you could open up a file (a .nif) from the game and see how complex their models are .

You know that game (and the newer Oblivion) was the main reason why I started learning Blender . Though now I really don’t play anymore - more interesting creating things - I wanted to make MODs too at one time . I don’t know if you have played Oblivion yet but compared to Morrowind on a graphics level - well there really is no comparing the two -
Obblivion is pure eyecandy - The meshes for the models in game (yes meshes - not low poly shapes) are set at sub-d lvl 2 !

Hope this helps .

I would be using this advice for Oblivion, which I own, if my laptop’s processor was a 2 Gig…

Nay, a guy named phijama or something like that made weapons with like 20000 faces that run smoothly in morrowind, and they lag BGE at 2 FPS.