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http://www.fallout3nexus.com/articles/article.php?id=215
正在翻译当中....
This is my first text tutorial for NifSkope, and it will be pretty rough until I get it finished and polished. Pictures coming soon!
Part II: 'Blender - Adjusting And Exporting Weapon Meshes' can be found here:
http://www.fallout3nexus.com/articles/article.php?id=232
————————————————————教程开始————————————————
介绍.NIF,不做多翻译
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Files with the extension .nif are models used with the NetImmerse/Gamebryo game engine. Fallout 3, Oblivion, Pirates!, and Civilization IV all use this game engine and its .nif files.
The best part of .nif files (for us anyway) is that tools exist to view and edit them for modding.
准备工作
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To adjust a weapon for iron sights, you must have the latest version of NifSkope, and Bethesda's GECK toolkit. Of course, you must also have an iron sights mod, and naturally I recommend my own: RH_IronSights.
要矫正武器用于机械准心,你必须有最新版本的NIFSKOPE(编辑软件)和Bethesda得GECK工具,当然,你还必须有RH_IronSights (机械瞄准)
RH_IronSights - http://www.fallout3nexus.com/downloads/file.php?id=6938)
NifSkope - http://www.fallout3nexus.com/downloads/file.php?id=6064
GECK - http://www.fallout3nexus.com/downloads/file.php?id=759
Depending on how much you want/need to alter the weapon, you may also require a 3D modeling program. I use Blender, but 3ds Max should also work just as well.
取决于你要想要/需要修改的程度你可能还需要一个修改3D模型的程序,作者用Blender,但是3ds Max应该用着一样好。
Please note that this tutorial assumes the I.S. mod you are using works properly. I suggest you try not to run any mods other than I.S. while testing, just in case.
这句不会,应该没什么影响。
NIFSKOPE
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Open the weapon's .nif mesh in NifSkope. NifSkope can be a quirky and occasionally unforgiving little program, but it's great once you get the hang of it. Remember that there is NO Undo option or Ctrl+Z hotkey, so you can't immediately change something you just did without reloading the file. However, the changes are not permanent until you specifically save the file.
Weapons consist of pieces of data, organized in the Block List and Block Details panels. If you can't see either of these windows, select them from the View menu.
The most important types of data we will be working with are NiNodes and NiTriStrips.
用NifSkope打开武器的.NIF模型网。NifSkope可以十分快但有时会出小故障,但是十分好用,记住这没有Ctrl+Z后退热键,所以你不能快速修改什么东西,你要做一个不可重来的文档,但是这些文档不会自动保存知道你手动操作存档。
最重要的几种文档要用 NiNodes 和 NiTriStrips。
NINODES
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Animations use 'nodes' to interact with mesh models. For example, the player character's model has a LUpperArm node; when the animation applies translations and rotations to that node in the game engine, the player's left arm from the shoulder to the elbow will move accordingly.
Weapons are made up of a number of NiNodes. In order for the weapon to animate properly, the NiNodes must be named exactly the same in the weapon mesh and the corresponding .kf animation file. So if a reload animation uses a node called ##SMGClip, and in your .nif file you rename the model's node to MyBadassClipW00t, then it isn't going to animate properly in-game.
In fact, until you are proficient at working with .nif and .kf files, you really shouldn't mess with the nodes at all!
动画用‘nodes’(节点)去与模型网互动,举个例子来说,人物的模型有左手上节点;当瞄准动画将坐标和对象输入到游戏中的节点时,玩家左臂的肩膀到肘部就会按输入移动。
武器是由几个NiNodes构成。要准确的在使动画在预测中,NiNodes 名称必须特别与武器模型一致并为 |
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