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Created by

Charlie Banks

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DjMonkleyUK

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14 comments

  1. Virakotxa
    Virakotxa
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    Works like a charm! First time Blender use for me... Following the tutorial video, and setting Blender to move around like Maya, I got into successfully importing a modified base in no time!
    I wish more people would give it a try!
    Thanks a lot for the hard work developing this amazing tool DjMonkleyUK!!
    1. DjMonkleyUK
      DjMonkleyUK
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      Awesome! Thanks for giving it a try! If you create anything with the tool feel free to submit any screenshots
    2. Virakotxa
      Virakotxa
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      Done! Consider it's a day-one test... And that I still don't even know how to properly rotate stuff in Blender. I'm dreaming about what can be done using this!
      It's also compatible with EUCLI-EA parts! And the prefab system alone...? I think it deserves a specific category on the Nexus!
      Hope people realize how easy and powerful this tool is!
    3. DjMonkleyUK
      DjMonkleyUK
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      Amazing! You even used some of my cyber preset items! Very cool :)
  2. Hruine
    Hruine
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    Hi! Good job with the mod. Was just wondering- how did you get the models to open with blender? I was looking at doing a ruins mod but can't seem to find out how to get the models.
    1. DjMonkleyUK
      DjMonkleyUK
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      Heya,

      The models in this tool are all actually made from scratch. They are very simple representations of what you see in-game.

      You can use other modding tools to extract models from the game. This is the one I have used before. Once you have loaded the object you can right-click and save to obj format, which you can then use blender to view.

      https://nomansskymods.com/mods/no-mans-model-viewer/
  3. TakezoDunmer2005
    TakezoDunmer2005
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    Thanks for this, is there any chance you can upload the Maya version of this as well?
    1. DjMonkleyUK
      DjMonkleyUK
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      Sorry for the super late response. I've decided to only support the blender plugin. Would be too much work and time to develop for two different platforms.
    2. TakezoDunmer2005
      TakezoDunmer2005
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      Thanks for the "RE" I guess it makes sense seeing as blender is MUUUUCH more accessible to everyone due to it's magnificent price! ;)
    3. DjMonkleyUK
      DjMonkleyUK
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      That was the ultimate reasoning behind it yes haha. Selfishly speaking - it's an interesting challenge to learn some blender development.

      I do know when you load up blender you have the option to switch to a Maya hotkey layout, if that helps you in anyway - it certainly did for me!
  4. Exosolar
    Exosolar
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    Maybe this could be developed in such a way that it could be released as an accompanying program-game like Rust's Fortify ?
    1. DjMonkleyUK
      DjMonkleyUK
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      A cool idea! Would need quite a bit of work considering this relies on Blender.
  5. Graslama
    Graslama
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    The installation of the plugin failed the first times because of the file name. it might be a good idea to rename the zip-file to something like NMSplugin.zip, without spaces in the name.

    my 2nd problem is, i can't see the assets from eucli-ea. i just can see them as blocks. idk yet how to import eucli-ea models into blender.

    erm this is also my first attempt to do anything with blender *g*
    1. DjMonkleyUK
      DjMonkleyUK
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      Good to know about the file name, I'll test that and sort it out.

      Third party mod support is not something I have thought about yet, you will see them as cubes, but the position and rotation should still import/export fine to the game.

      The idea is to get it all working with the base game first before even thinking about that. However - placing additional parts into the tool is trivial as long as you have an obj representing the base part and the unique ID name for it, its just a case of putting in where all the other models are once the plugin is installed.

      I will leave it up to the mod authors if they would like to provide an extension/addon to this tool to support their mods.
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