Topic: converting .nif to .mod  (Read 1532 times)

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don420

  • Guest
converting .nif to .mod
« on: February 16, 2004, 02:13:45 pm »
does any one know how to convert bc's .nif to sfc2-op's .mod? I have been trying
to do so in milkshape but the model is all black in game? is there a special tool or
plug-in to use to get the light maps to show or is it something diforent i'm not
doing? The reason i ask is that i'm new to milkshape[any modeling program to
be exact] thank's if any one could help

starforce2

  • Guest
Re: converting .nif to .mod
« Reply #1 on: February 16, 2004, 03:25:34 pm »
what model are you messing with?

Captain Ron

  • Guest
Re: converting .nif to .mod
« Reply #2 on: February 16, 2004, 04:16:39 pm »
Your problem is the textures need to be reassigned again. It is a pain to do but not hard, just go through and assign them all again and check them in texture editor to make sure they are still aligned and assigned correctly.

Futurama_Guy

  • Guest
Re: converting .nif to .mod
« Reply #3 on: February 17, 2004, 06:23:56 am »
Its real easy....download Milkshape with the Assimilsoft add-on and import the BC file and export it as a SFC file.  

Captain Ron

  • Guest
Re: converting .nif to .mod
« Reply #4 on: February 17, 2004, 11:37:46 am »
What he is talking about is a problem with Milkshape.

if you use the 1.6x release the plug-in works and will occasionally do what he is seeing. if you use the 1.7x or newer the plug-in will do that every time and is a pain to fix. Basically to fix this black ship you have to reassign the textures usually, on occasion saving it as a 3d file first then reappling the textures will work. Usually the only way to get it to work is export the model as a mod and 3d file. then open the 3d file and reapply all the textures and make sure they are aligned properly and save it as a mod file with a different name. If that doesn't work change the name of the textures and reassign them and check them also when doing this make sure you have the show textures on in the viewer so you can see if they got applied or not.

At leas the groups and the polies they are assigned to usually covert and save allot of time.

nx_adam_1701

  • Guest
Re: converting .nif to .mod
« Reply #5 on: February 17, 2004, 01:17:21 pm »
OT but if anyone knows,

how hard is it to mod BC

Adam out

Captain Ron

  • Guest
Re: converting .nif to .mod
« Reply #6 on: February 17, 2004, 02:34:59 pm »
Don't know I have used Milkshape to make the textures merge so they could be used but I don't play BC, nor do I know if they have a model view to see if it works or not.

nx_adam_1701

  • Guest
Re: converting .nif to .mod
« Reply #7 on: February 17, 2004, 10:33:30 pm »
Interesting, I am afraid to say that it has been fun playing with the BC Mods

Warping
Ejecting the Warp Core then getting to a good distance and then firing a torp, disabling everyone behind you
A different red alert dependant on the ship
different textures of weapons
sub targetting
real cloak
warping to other systems and sneaking up on people
3D not 2D
I mean its kewl, the only thing is I have no idea how to mod them, if I did, I couldnt even imagine where i would start, til then its SFC2OP for me

Adam out