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How to override a bfb file with a nif file; Difficulty: Medium
Topic Started: Aug 27 2012, 11:44 AM (1,608 Views)
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How to override a BFB with a nif file
by Okeanos Saviour
Difficulty: Medium


CONTENTS
- Introduction
- Step 1
- Step 2
- Step 3
- Step 4
- Step 5
- Final Outcome

Introduction

In this tutorial, I will not only show you how to override bfb files with nifs, which is useful for remaking marine animals and certain prehistoric animals, but I will also show you how to NIFcode! This you have to do with ANY meshed animal, so it's always useful to know how!


Step 1

Find the nif you want to override the bfb with. For example, I am making a Leatherback Turtle remake, so I would use the name TurtleLeatherbackOS_Adult_F.nif. I would suggest to use the original animals codename, however add YOUR initials after it, this way, no one will forget who's remake it is!
If you have already NIFcoded your nif, skip ahead to step 3, if not, continue on to step 2.

Step 2

Here comes one of the most boring parts of meshing, NIFcoding!
First of all, you most open up your nif (TurtleLeatherbackOS_Adult_F) AND the original model in NIFskope. However, NIFskope does not allow 2 versions to be opened at the same time, so you must do this manually! Press CTRL-N and click load, then open up the original animals model (If your animal is from Marine Mania, the beta versions of the MM nifs are available at Zoo Tycoon Designing Centre.)

Step 3

Open up your original animals nif file. Make sure 'View block list' is checked. Find the NiBoneLODController by expanding the block list. It should be a child of Bip01. Select it and remove it by right-clicking and pressing Block>Remove branch. Alternatively you can select it and press CTRL-DEL. Remove all nodes with LOD in them using CTRL-DEL. Do the same for nodes with the original animals name.

Step 4

Go back to your modeled/meshed nif (TurtleLeatherbackOS_adult_F) and right-click the model. Click Block>Copy branch. Then go back to the original animals nif. Right-click the Scene Root and click Block>Paste branch. Your modeled/meshed animal should appear! Save this over your modeled/meshed animal nif, but keeping the same name.
NIFcoding is finished!

Step 5

Open up the coding for your remake (it's like any other animal, except it only has the entities folder, and not AI, Lang or UI!) Open up the bfm file in notepad, and search for the line "BFM modelname="

It should show a line of text like this (For me it's the Leatherback turtle):

Code:
 
<BFM modelname="entities\units\animals\TurtleLeatherback\TurtleLeatherback_Adult_F.bfb">


Edit the SECOND animal name with your modeled/meshed animals name, remember to change .bfb to .nif! Now it should look like this:

Code:
 
<BFM modelname="entities\units\animals\TurtleLeatherback\TurtleLeatherbackOS_Adult_F.nif">


Save it and close Notepad.

Now it should override the original model!



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