Author Topic: Question about Nif Export Plugin for Gmax 1.2  (Read 334 times)

Offline Jack.

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Question about Nif Export Plugin for Gmax 1.2
« on: February 11, 2012, 10:35:02 AM »
Hallo,
i have a Question about the Options BC needed to successfully export a Model. Ich have tried many
variations of marked Options in the Exporter Dialogue. But whatever it tried the Model brings BC to C2D.
I have checked out all other files but i don?t find any errors in it. So i think the Nif was the Problem.

This Option are marked in the moment.


Can anyone plz help me. Thanks :-)
I speak "germish"... ;-)  Be patient with me... :-)

Offline eclipse74569

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Re: Question about Nif Export Plugin for Gmax 1.2
« Reply #1 on: February 11, 2012, 07:50:49 PM »
in the default texture prefix.  Try making it .TGA and see if that helps.
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline BCAriakas

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Re: Question about Nif Export Plugin for Gmax 1.2
« Reply #2 on: February 12, 2012, 06:41:01 AM »
These are the settings that work for me. I confirm export with NifSkope.

Game=Star Trek:Bridge Commander
Version=3.1
User=0
Auto Detect=Off
Default Texture Prefix=textures
Check "Zero Transforms" under mesh
Check "Export Skin Modifier" under Skin Modifier
Bones Per Partition=18
Bones Per Vertex=4
Animation=Nif w/o animation
Priority=0.0

Good luck, -BCAriakas :)




Offline cordanilus

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Re: Question about Nif Export Plugin for Gmax 1.2
« Reply #3 on: February 12, 2012, 08:23:10 AM »
Generate Strips = Off

NiTriStrips can be used in BC, but are not recommended.