This is a multi-part series on converting Bridge Commander models into a format that can be read by nearly all modeling programs iluding Daz3D, Blender and Poser. These tutorials assume that the reader has a basic understanding of 3D modeling and workflow.
I use Daz3D so the final steps will be in that program.
Part 1: What you need
Hello and welcome. I know many of you are always looking for starship models but would like to know how to get some of the beautiful Bridge Commander models for your artwork. So let's start with the programs that you will need to get started. My system is x64 so that's the version I use.
The first one is called NifSkope. This loads, views and edits NIF format. You will need version 2.0 Dev 7
https://github.com/niftools/nifskope/releases
Next is PoseRay v3.13.31. Loads various model formats including LWO. OBJ and 3DS
https://sites.google.com/site/poseray/
And lastly let's choose a model that everyone can instantly recongnize and will know. The Consitution refit and more precisely Khaliban's version.
https://www.gamefront.com/games/bridge-commander/file/khalibans-1701-a
I've uploaded the files so that those of you who want can grab them.
Posts
Hello and welcome back to this multipart tutorial. This time we are going to do an overview of NifSkope inluding opening and exporting an OBJ format of the model.
Here is NifSkope loaded and ready to open our model. Notice that the eye ion has a red mark through it. When you load your model you will haev to unheck that. lik on FILE on the top left, then OPEN then navigate to where you saved the ship.
In order to open the model you have to go the where the model is and follow the directory path which usually looks like this:
\fca1.0\Data\models\ships\Fca\Fca.NIF""
Here is the beautiful model loaded and the eyeball unhecked whih allows you to actually see the model. NifSkope allows you to edit the model but that's not the purpose we are exploring today.
Using your mouse you an zoom in and out, rotate the model, all kinds of neat stuff. However we are going to export an OBJ file to the same directory where we have the model. At least that's how I do it. lick on FILE, then EXPORT then OBJ. if you have not selected the entire model you will see a prompt that says "No NiNode, NiTriShape,or NiTriStrips is selected. Entire scene will be exported." Just click "YES" and a new prompt will open up asking you to name the model and where to save it. I usually save it to the same initial directory the original diretory ie FCA1.0. Easier to find later.
Now that we have hopefully successfully loaded, viewed, and exported our model it's time to move on to editing and adjusting it in PoseRay. Stay tuned.
There´s another way too, using the old GMAX (free) and nif importer plugin.
Import the nif file and save it as STL, 3ds or obj.
I didn't know that approach. Where can I get that NIF importer plugin? Already have GMAX somewhere.
Here it goes the links. There are different versions floating around, you´ll need to figure which is better (and compatible) with your GMAX version.
http://www.niftools.org/https://sourceforge.net/projects/niftools/ (here, you can find this same plugin for Blender too).
https://www.nexusmods.com/skyrim/mods/5622?tab=files
https://neverwintervault.org/project/nwn1/other/tool/nif-plugin-max5-9-gmax
GMAX download links (Just in case):
https://archive.org/details/gmax-1.2-with-registration-key
https://neverwintervault.org/project/nwn1/other/gmax12-3dsmax4-importexport-plugin-script-collection
I think this resource can interest you too:
https://www.lonebullet.com/file/models/sfc-mod-gmax-plugin/475
https://jkhub.org/files/file/3185-gmax-3dsmax4x-plugin-pack/
Hope that helps.