3ds Max - Fallout 4 NIF Exporter
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The Bethesda Fallout 4 NIF Export Plugin Toolset is an extension for 3ds Max 2013 x64 which adds support for Model Files.
Only 3ds Max 2013 x64 is supported by this extension.
The extension installer is included with the Creation Kit and can be found in ...\Steam\SteamApps\common\Fallout 4\Tools\NIF_Exporter
.
Installation[edit | edit source]
- To use this installer, 3ds Max 2013 x64 must be installed on the primary drive and inside the "Program Files" directory. If 3ds Max is not installed here the plugins will not be copied properly.
- Close 3ds Max 2013 if it's open. The installer detect will this.
- Double click
BGS_Fallout4Exporter_1.2.52.0.exe
in this folder. - You may need to restart your computer due to an environment variable change.
Setup[edit | edit source]
- Load 3ds Max 2013. If there are any errors regarding MaxPlugin.dle, or any of the other BGS plugins, the installation was not successful.
- Make sure you are following the requirements listed above.
- Select the 'Customize' -> 'Configure User Paths' menu options.
- Under 'External Files' tab, you need to add the new directory
C:\Program Files\Autodesk\3ds Max 2013\plugins\BGS\Shaders\
, or equivalent.
- Under 'External Files' tab, you need to add the new directory
- Configuring texture remapping -- This allows multiple users to share source/dds files, regardless of the file locations.
- Open the material editor.
- Create a BSLightingFX material. Select the 'Standard' button and choose it from the material type list.
- Select the 'Settings' button which will likely be in the center of the UI.
- Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures.
- NOTE: This directory must have a folder named "Textures" immediately below it. For example,
Data\Textures\Clutter\ClutterTexture.dds
.
- NOTE: This directory must have a folder named "Textures" immediately below it. For example,
- Select the 'Source:' button. Navigate to a root directory you want to use to store TGA source files.
- NOTE: This directory must have a folder named "TGATextures" immediately below it. For example,
C:\Source\TGATextures\Clutter\ClutterTexture.tga
- NOTE: This directory must have a folder named "TGATextures" immediately below it. For example,
Exporting[edit | edit source]
- Select a single scene object, then select File -> Export -> Export Selected to open the export dialog.
- Only one export root is fully supported at the moment. If you need to export multiple geometries together, create a dummy parent and export that.
- The "PE Static Art", "PE Skinned Geometry", and "PE Anim" are the most commonly used export scripts.
- On export, the script name is added to each NIF's header. When creating new NIFs, it may be useful to view a similar existing NIF's header so you can use the same export script.
- Export scripts are ordered lists of processing plugins with custom processing options.
- It is recommended not to modify these scripts, as there are unspecified order requirements for various processes.
- If necessary, the scripts can be modified in the export dialog, or in their text files.
Notes[edit | edit source]
- There is a LOT of deprecated functionality in the toolset. We don't use most of the gamebryo-specific scripts/plugins anymore, so it is recommended not to use them as they have no function.
- Due to 3ds Max performance issues, workflow for larger assets or kits preferred use of the 'BSBlinn' material type as opposed to the typical BSLightingFX material.
- This references either a scene BSLightingFX material or a BGSM (preferred), and will export normally when applied.
- 3ds Max 2013 does not support DX11 texture formats, so we preferred texture mapping of source TGA.
- This path is saved as *.dds so it is important to keep an identical hierarchy between source/dds directories.
- Fallout 4 now supports the use of BGSM/BGEM Material Files. These are JSON representations of shader/material data.
- After nailing down UVs, it is preferred to edit materials using our Material Browser webpage See the colored bubbles button in the Creation Kit toolbar.
- Our custom 3ds Max lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the Creation Kit.
- Any BGSM/BGEM changes can be refreshed in 3ds Max using the Material File buttons at the top of our scripted material UIs.
- Our custom BGSM files also hook into perforce, if you prefer to use it.
- Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
- After nailing down UVs, it is preferred to edit materials using our Material Browser webpage See the colored bubbles button in the Creation Kit toolbar.