Tools
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[edit] Convert Game Version
Converts Morrowind-files into Oblivion-files and vice-versa. The option will be grayed out if there are blocks present which can not be converted. At this moment, those include Havok-information (which can easily be removed by hand), skinning, animation and most other special effects liker Particles.
Some blocks will not be converted directly. Nible builds static havoc collision information from Morrowind RootCollisionNodes. NiTriStrips will be transformed in NiTriShapes on the way to Morrowind. in the process, the filling triangles with two identical vertices will be removed, as they're an artifact of strippification. Blocs of the "extra Data" type will be removed, because both games handle those quite different.
This function is also available in the icon bar, depicted by the direction-sensitive icons
or
.
Attention!
Conversion of original Morrowind Meshes for Oblivion and vice versa will not be tolerated by Bethesda and should only be applied for personal use. The purpose of the conversion functionality is to allow the use of custom fan meshes for both games and tools like the Milkshape Exporter for Morrowind to create Oblivion Meshes!
[edit] !Remove unlinked Nodes
Will remove all blocks which are not correctly linked to the hierarchy. This does not necessarily mean all the blocks under unlinked nodes in the tree view, since certain blocks, like Materials and source textures, are often reused throughout the file and thus may appear on a lower level of the unlinked items and still are linked somewhere else as well. This function double-checks for such links, so you shouldn't be able to destroy a file with this.
This function is identical to the Icon
in the icon bar.
! marks functions which change the file structure and thus may cause problems if not all the blocks in the file are identified completely.
[edit] !Wrap for scaling
The geometry controls for the topmost Node (Adress 0) are used by the game to place the mesh into the game world, thus settings in there are generally ignored. Wrap for scaling whraps the whole file into another base node, freeing the former base (now on adress1) for rotation, translation and scaling input. In Morrowind, you'll have to add a Disable Collision Extra data block from the Libraryto the new Node 0 in case you've scaled a no collision mesh (like most plants).
! marks functions which change the file structure and thus may cause problems if not all the blocks in the file are identified completely.
[edit] Strip texture paths
Cuts texture paths in all NiSourceTexture blocks according to the conventions of the current game. Especially usefull to treat Milkshape-exported files, because that exporter tends to add absolute paths to the textures, which the games won't understand.
[edit] Texture manager
Launches the texture manager for quick access to all texture links in the file.This function is available through the icon
in the icon bar.
[edit] Transform level 1 children
Writes common values for rotation, translation and scaling to the geometry controls of the direct children of Node 0. Consider this as another workaround for the effect described under Wrap for scaling, this time without endangering unidentified blocks.
[edit] Flip All trishape triangles
Turns all NiTriShape and NiTriStrips - meshes inside out - it's the function Reverse Vertex Order, used on all the blocks in the file.