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created Skyrim Creation Kit - Master Thread
on 02-07-2012 04:43 PM
It is basically so we don't spam up the Skyrim thread.
Quote:
If you're interested in working with graphics for Skyrim, you'll need some extra tools.
NifTools has several utilities for .nif (model) files, NifSkope and im/exporters for Max/Maya/Blender.
*Current version of NifSkope is 1.1.0 RC5, and this copy of nif.xml for NifSkope is newer, and offers better descriptions for the data you see, particularly in the shader config area.
http://forums.nexusmods.com/index.ph...rim-tutorials/
Not all the tools are completely up to the task for Skyrim yet, current workarounds are in the tutorials listed here.
I think most folk are using Fallout Mod Manager to extract files from the .bsa archives.
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Creation Kit Wiki
- Wiki Level Tutorial
Steam Workshop
Browse mods on steam
Last edited by ZacD; 02-08-2012 at 03:41 PM..
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, polycounter, lvl. 13,
7,050 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Cool want to try it out.
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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Looks like it's only available for people who bought skyrim. That's to bad I was interested in seeing what was under the hood.
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, triangle,
273 Posts,
Join Date May 2006,
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Same question, how is the shader tools/editing formula? Does it need to be down old school with a text file, or is it more simple, as in just make a good Gloss map to reflect material and call it a day.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,497 Posts,
Join Date Apr 2011,
Location Canada
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So probably one of the most silly questions that'll get asked in this thread...
Does anybody have any idea how in the hell to get the CK to stop causing windows to "ding" at me? I'm getting that loud windows "ding" noise anytime I do just about anything. In the render window, if I rotate the scene and cause it to technically be in another cell I get a ding (happens every few seconds rotating things editing outdoor environments). If I switch between the render window and click something in the object window, I get a ding.
It's driving me crazy.
Aside from that, I'm very pleased to see that the creation kit functions pretty much just like the old construction kit did. I was expecting that, but it's still nice to be able to just jump in and know what's what. Gonna make a house soon!
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, polycounter,
1,046 Posts,
Join Date Dec 2008,
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If you're interested in working with graphics for Skyrim, you'll need some extra tools.
NifTools has several utilities for .nif (model) files, NifSkope and im/exporters for Max/Maya/Blender.
*Current version of NifSkope is 1.1.0 RC5, and this copy of nif.xml for NifSkope is newer, and offers better descriptions for the data you see, particularly in the shader config area.
http://forums.nexusmods.com/index.ph...rim-tutorials/
Not all the tools are completely up to the task for Skyrim yet, current workarounds are in the tutorials listed here.
I think most folk are using Fallout Mod Manager to extract files from the .bsa archives.
Last edited by throttlekitty; 02-07-2012 at 08:47 PM..
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Yay this was exactly what I was hoping for. If this hits off well I vote it for being a sticky!
Can't wait to see what awesomeness some people here are going to pull out their sleves.
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, triangle,
273 Posts,
Join Date Jan 2012,
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Thanks for that throttlekitty, it answered a lot of questions.
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, polycounter, lvl. 13,
7,050 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Time for a greentooth dragon mod!
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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First Test:

Still works like before 
Used nifscope and importetd as .obj, then set the texture paths, as I did since morrowind.
I am interested in trying a more direct way though, gotta check all those new tutorails.
Is there actualy some reference for the texture work this time?
Most of the shader options in NifScope are sill a mystery to me.
Guess thats why it looks THAT flat.
Last edited by THE 5; 02-08-2012 at 04:20 AM..
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, triangle,
291 Posts,
Join Date Feb 2010,
Location Germany
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anyone know how easy/difficult it is to put an entirely new monster/creature into skyrim? i'm talking new skeleton + animations and everything.
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, veteran polycounter,
4,287 Posts,
Join Date Nov 2004,
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Couldn't help buying skyrim to try this out. From what I gather, the art pipeline is workable, but definitely more old school "cobble together tools from the internet to make it work" kind of operation. I'm probably being harsh, but god it makes me appreciate udk.
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, null,
9 Posts,
Join Date Feb 2012,
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The Normals Alpha affects my Spec, but the normals themselve are not displayed at all. Could this be due to the DTX compression? I used DTX5.
Thats how it is supposed to look like:
http://fc08.deviantart.net/fs71/i/20...t_by_The_5.jpg
SOLVED:
Had to export it straight to .nif including tangents:

Last edited by THE 5; 02-08-2012 at 12:48 PM..
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, triangle,
291 Posts,
Join Date Feb 2010,
Location Germany
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holy crap
good stuff already
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, polycounter,
1,275 Posts,
Join Date Dec 2008,
Location Wisconsin, USA
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Any pointers on exporting meshes with textures? I've always had that issue in Oblivion, where no matter the texture I put on the mesh, it always ends up in game as a purple item. Perhaps I'm just that nooby at modeling. :p
On another note:
I can't help you much on that skeleton thingie, gir, but I couldn't help but recognize your name. Are you affiliated with the development a mod called Moviebattles by any chance? Huge fan if so. :p
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, null,
2 Posts,
Join Date Feb 2012,
, polycounter, lvl. 13,
7,050 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Thanks! I'll try this out
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, null,
2 Posts,
Join Date Feb 2012,
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Quote:
Originally Posted by Kkcomics
Any pointers on exporting meshes with textures? I've always had that issue in Oblivion, where no matter the texture I put on the mesh, it always ends up in game as a purple item. Perhaps I'm just that nooby at modeling. :p
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The Video in the OP descirebes it. You got to set the paths to the textures inside NifScope, at least thats how I always did it.
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, triangle,
291 Posts,
Join Date Feb 2010,
Location Germany
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Quote:
Originally Posted by THE 5
The Video in the OP descirebes it. You got to set the paths to the textures inside NifScope, at least thats how I always did it.
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Also, this tends to get overlooked often:
Setting the Texture Path
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Quote:
Originally Posted by throttlekitty
If you're interested in working with graphics for Skyrim, you'll need some extra tools.
NifTools has several utilities for .nif (model) files, NifSkope and im/exporters for Max/Maya/Blender.
*Current version of NifSkope is 1.1.0 RC5, and this copy of nif.xml for NifSkope is newer, and offers better descriptions for the data you see, particularly in the shader config area.
http://forums.nexusmods.com/index.ph...rim-tutorials/
Not all the tools are completely up to the task for Skyrim yet, current workarounds are in the tutorials listed here.
I think most folk are using Fallout Mod Manager to extract files from the .bsa archives.
|
I have a question that's probably a bit stupid:
As far as Mr. Google told me, you can extract animations with NifTools from skyrim as well.. The thing is though that while reading the extraction and implementation instructions I got the impression that the nif exporter and importer does not work for maya, only for max, blender and xsi (?). Is that correct? I mean most tutorials seem to use max and the rest blender..
I know throttlekitty wrote that its for Maya as well, but im just asking to make sure. 
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, triangle,
255 Posts,
Join Date Jul 2010,
Location Vienna, Austria
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Last edited by HAL; 02-10-2012 at 06:32 AM..
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, polygon,
670 Posts,
Join Date Nov 2008,
Location Germany
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Quote:
Originally Posted by MiAlx
I have a question that's probably a bit stupid:
As far as Mr. Google told me, you can extract animations with NifTools from skyrim as well.. The thing is though that while reading the extraction and implementation instructions I got the impression that the nif exporter and importer does not work for maya, only for max, blender and xsi (?). Is that correct? I mean most tutorials seem to use max and the rest blender..
I know throttlekitty wrote that its for Maya as well, but im just asking to make sure. 
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Correct, but we do have a dev currently working on the Maya plugin now, and has some animation and skyrim support.
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Quote:
Originally Posted by throttlekitty
Correct, but we do have a dev currently working on the Maya plugin now, and has some animation and skyrim support.
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Ah cool, thanks for the info man! Can't wait to take a look at those skyrim animations 
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, triangle,
255 Posts,
Join Date Jul 2010,
Location Vienna, Austria
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are there any official videos describing how to put art or models into the game?
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, veteran polycounter,
3,899 Posts,
Join Date Feb 2007,
Location UK cheltenham
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