; ; Niftools Max tools configuration file ; [System] ; Max SDK Plugin Version (0 - AutoSelect; 0x17700d00 - Max6, 0x1f401100 - Max8) Default: 0 MaxSDKVersion=0 ; ShortDescription used in the ShortDescription=Netimmerse/Gamebryo ; KnownApplications - Used to indicate which sections in the ini file point ; to "Applications" which have their own settings in a section below. KnownApplications=Oblivion;Morrowind;Civilization 4;Fallout 3;Dark Age of Camelot;Freedom Force;Freedom Force vs. the 3rd Reich;Star Trek: Bridge Commander;Loki;Imagine;Emerge;Pro Cycling Manager;User ; Reparse the Applications (and therefore Texture directory cache) on every import/export Reparse=0 ; Website - Primary website Website=http://niftools.sourceforge.net ; Wiki - Documentation website Wiki=http://niftools.sourceforge.net/wiki/index.php/3ds_Max ; Force Plugcfg directory (Default=1) dont use the "recommended directory by max" ForcePlugcfg=1 ; Additional settings NifskopeDir=[HKEY_LOCAL_MACHINE\SOFTWARE\NifSkope]=@"Install_Dir" [MaxNifExport] ; Enable/Disable Exporter Class in max. Default: 1 Enable=1 ; Current Application to get setting/directory information from. Should match KnownApps above or Auto. ; Auto will check the import file against the known root paths use that app if a directory match is found. CurrentApp=Auto ; Creator of this nif. Default is blank. (Only valid for Bethesda based games). Creator= ; Use Registry Default:0 (Prior to v1.6 Exporter settings were saved in the registry) UseRegistry=0 ; Whether to Generate TriStrips or TriShapes. Default:1 GenerateStrips=1 ; Whether to Generate TriStrips or TriShapes for SkinPartitions. Default:1 GeneratePartitionStrips=1 ; Use Furnature Markers if present. Default:1 FurnatureMarkers=1 ; Use Lights if present. Default:0 Lights=0 ; Include Hidden Nodes if present. Default:1 IncludeHidden=1 ; Export Collision meshes if present. Default:1 ExportCollision=1 ; Export Vertext Colors. Default:1 VertexColors=1 ; Remap Indices. Default:0 RemapIndices=0 ; Texture Prefix if texture not found in AppSettings directory. Default:textures TexturePrefix=textures ; Add Export additional NiNodes for Meshes. Default: 0 ExportExtraNodes=0 ; Export Skin Modifier when attached to bones. Default: 1 ExportSkin=1 ; Export UserPropBuffer. Default: 0 UserPropBuffer=0 ; Flatten Node Hierarchy. Default: 0 FlattenHierarchy=0 ; Remove Unreferenced Bones. Default: 0 RemoveUnreferencedBones=0 ; Sort Nodes To End of Child Lists. Default: 0 SortNodesToEnd=1 ; Only Export a Skeleton. Default: 0 SkeletonOnly=0 ; Export Cameras. Default: 0 Cameras=0 ; Generate Bone Collision when exporting (Experimental) Default: 0 GenerateBoneCollision=0 ; Export Transform Animation on ExportTransforms=1 ; Export Type: Default: 0 ; NIF_WO_ANIM = 0 ; NIF_WO_KF = 1 ; SINGLE_KF_WITH_NIF = 2 ; SINGLE_KF_WO_NIF = 3 ; MULTI_KF_WITH_NIF = 4 ; MULTI_KF_WO_NIF = 5 ; NIF_WITH_MGR = 6 ExportType=0 ; Export with Multiple Paritions per Skin. Default: 1 MultiplePartitions=1 ; Number of Bones to export per Vertex. Default: 4 BonesPerVertex=4 ; Number of Bones per Partition. Default: 18 BonesPerPartition=18 ; Use Time Tags when exporting animation instead of Note Tags. Default: 0 UseTimeTags=0 ; Allow Accumulation when exporting AllowAccum=1 ; Reset Transforms to fix scaling issues. Default: 1 CollapseTransforms=1 ; Apply Object Transforms to Vertices. Default: 0 ZeroTransforms=1 ; Add Tangent and Binormal Extra Data block. Default: 0 TangentAndBinormalExtraData=0 FixNormals=0 ; TriStrip routine to use. (0=NVidia, 1=tri_stripper) Default:0 UseAlternateStripper=0 ; Tangent and Binormal Algorithm. (0=Nifskope, 1=Obsidian) Default:0 TangentAndBinormalMethod=0 ; Start Nifskope after Export. Default:0 StartNifskopeAfterStart=0 ; Weld Vertex Threshold. Default: 0.01 WeldVertexThresh=0.01 ; Weld Normals Threshold. Default: 0.01 WeldNormThresh=0.01 ; Weld UVW Threshold. Default: 0.01 WeldUVWThresh=0.01 [MaxNifImport] ; Enable/Disable Importer Class in max. Default: 1 Enable=1 ; Current Application to get setting/directory information from. Should match KnownApps above or Auto. ; Auto will check the import file against the known root paths use that app if a directory match is found. CurrentApp=Auto ; Wildcard to use on all NiNodes to test whether a biped may be used. Default: Bip* SkeletonCheck=Bip* ; Use Bones or Biped. Biped is broken right now so use bones or nothing. Default: 0 UseBiped=0 ; Flip the V coordinate. Default: 1 FlipUVTextures=1 ; Show Textures in the Viewport. Default: 1 ShowTextures=0 ; Enable AutoSmooth on meshes. Default: 1 EnableAutoSmooth=1 ; AutoSmooth angle. Default: 30 AutoSmoothAngle=30.0 ; Remove Double/Illegal faces on meshes on import. Default:1 RemoveDegenerateFaces=1 RemoveIllegalFaces=1 ; EnableSkinSupport attempt to skin the mesh if bones are available. Default:1 EnableSkinSupport=1 ; Enable Havok Collision Support. Default:0 EnableCollision=0 ; Vertex Color Support mode. (0-Disable; 1-Bake into mesh; 2-Use VertexPaint Modifier) Default:1 VertexColorMode=1 ; Merge NonAccum transforms into base node. Default: 1 MergeNonAccum=1 ; Import Lights. Default: 0 Lights=0 ; Import Cameras. Default: 1 Cameras=1 ; Use Niftools Shader for Materials if available. Default:1 UseNiftoolsShader=0 ; Import User Properties. Default: 1 ImportUPB=1 ; Ignore Root Node. Default: 0 IgnoreRootNode=0 ; Weld Vertex Enabled. Default: 0 WeldVertices=0 ; Weld Vertex Threshold. Default: 0.01 WeldVertexThresh=0.01 ; Weld Normals Threshold. Default: 0.01 WeldNormThresh=0.01 ; Weld UVW Threshold. Default: 0.01 WeldUVWThresh=0.01 [NifFurniture] ; Enable/Disable Exporter Class in max. Default: 1 Enable=1 [NifProps] ; Enable/Disable Property Utilities Class in max. Default: 1 Enable=1 [BipedImport] ; Top level bone import setting. Default:1 ImportBones=1 ; Biped Height. Default: 131.90 BipedHeight=131.90 ; Biped initial rotation. Default: 90.0 BipedAngle=90.0 ; Biped Ankle Attach. Default: 0.2 BipedAnkleAttach=0.2 ; Use Triangle Pelvis. Default: 0 BipedTrianglePelvis=0 ; Remove unused bones from the biped on import of a mesh. Default: 0 RemoveUnusedImportedBones=0 ; Minimum Bone Width / Maximum Bone Width / Ratio of Width to Length MinBoneWidth=0.001 MaxBoneWidth=5 BoneWidthToLengthRatio=0.25 ; Force nub to point back to parent at expense of loss of rotation data. Default: 1 ForceRotation=0 ; DefaultName for Skeletons (use if in same directory as imported nif) DefaultSkeletonName=skeleton.nif ; Create Dummy nodes for bones that appear to be helper objects. Default: 0 CreateNubsForBones=0 ; Dummy nodes wildcard matching. (Hide these when not created as Dummy) Default: Bip??;Bip* NonAccum DummyNodeMatches=Bip??;* NonAccum ; Make Billboard nodes to Dummy nodes rather than bones. Default: 1 ConvertBillboardsToDummyNodes=1 ; Add Bones not controlled by a controller as dummy. Default: 1 UncontrolledDummies=1 [AnimationImport] ; Enable Animation Import. Default: 1 EnableAnimations=1 ; Require Multiple Keys to be present to before importing animation. (Kludge to workaround DAoC issues.) Default: 1 RequireMultipleKeys=1 ; Replace TCB Rotation with Bezier (workaround for unexpected behavior with TCB rotations) ReplaceTCBRotationWithBezier=1 ; Apply the overall transform to skin and bones. Default: 1 ApplyOverallTransformToSkinAndBones=1 ; Clear Animation on Import. Default: 1 ClearAnimation=1 AddNoteTracks=1 AddTimeTags=1 [KfExport] Priority=0 BonesPerPartition=18 [Collision] ; Scale Factor when blowing up bhk Shapes bhkScaleFactor=7.0 [Shader] ; [Applications] ; NiVersion - Version of Nif use by game ; NiUserVersion - User Version of Nif used by game ; RootPaths - Semicolon separated list of base directories to use when determining which app the imported file is from ; ; TextureRootPaths - Semicolon separated list of base directories to look for texturefiles ; TextureExtensions - Extensions to scan for when using TextureSearchPaths ; TextureSeachPaths - Semicolon separated list of directories to look recursively for files in ; ; UseSkeleton - Whether to use skeleton. Default: 0 ; Skeleton - Default Skeleton to use when importing oblivion meshes ; TextureUseFullPath - Whether to use fully qualified names when exporting. Default: 0 ; SupportPrnStrings - Whether this application supports Prn Extra Strings as a substitute mechanism for bones parenting ; Rotate90Degrees - Semicolon separated list of nodes that need to be rotated 90 degrees in Y Axis when importing through Prn lists ; DoNotReuseExistingBones - Whether existing bones can be reused when attaching skeletons. Default: 0 [Oblivion] NiVersion=20.0.0.5 NiUserVersion=11 NiUserVersion2=11 ; Installation Folder InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Oblivion]=@"Installed Path" RootPath=${InstallPath}\Data ;ExtractFolder=E:\Nifs\Oblivion ; This is the folder where you extracted the BSA contents for the Oblvion models ExtractFolder=$(RootPath) MeshRootPath=${ExtractFolder}\Oblivion - Meshes TextureRootPath=${ExtractFolder}\Oblivion - Textures - Compressed IslesMeshRootPath=${ExtractFolder}\DLCShiveringIsles - Meshes IslesTextureRootPath=${ExtractFolder}\DLCShiveringIsles - Textures UseSkeleton=1 Skeleton=${MeshRootPath}\meshes\characters\_male\skeleton.nif RootPaths=${RootPath};${MeshRootPath};${TextureRootPath};$(IslesMeshRootPath);$(IslesTextureRootPath) TextureRootPaths=${RootPath};${TextureRootPath};$(IslesTextureRootPath) TextureExtensions=.dds; TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures\Characters;${TextureRootPath}\Textures\Armor SupportPrnStrings=1 Rotate90Degrees=Bip?? Head [Morrowind] NiVersion=4.0.0.2 NiUserVersion=0 InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Morrowind]=@"Installed Path" RootPath=${InstallPath}\Data Files ExtractFolder= RootPaths=${RootPath};${MeshRootPath};${ExtractFolder} TextureRootPaths=${RootPath}\Textures;${TextureRootPath}\Textures;${ExtractFolder}\Textures TextureExtensions=.tga; TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures GoToSkeletonBindPosition=1 SupportPrnStrings=1 Rotate90Degrees=Bip?? Head [Civilization 4] NiVersion=20.0.0.4 NiUserVersion=0 InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4]=@"INSTALLDIR" RootPath= ExtractFolder=C:\Projects\Main\Civilization4\assets RootPaths=${ExtractFolder};${InstallPath}\Assets;${InstallPath}\Mods;%USERPROFILE%\My Documents\My Games\Civilization 4\CustomAssets;%USERPROFILE%\My Documents\My Games\Civilization 4\Mods TextureRootPaths=$(ExtractFolder)\art\shared\ TextureExtensions=.dds;.bmp TextureSearchPaths= DummyNodeMatches=MD;Bip;Bip??;* NonAccum;Effect*;Sound*;Dummy* TextureUseFullPath=1 [Dark Age of Camelot] NiVersion=10.1.0.0 NiUserVersion=0 Isles_InstallPath=[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Dark Age of Camelot - Shrouded Isles_is1]=@"InstallLocation" ExtractFolder= RootPaths=${Isles_InstallPath};${MeshRootPath};${ExtractFolder} TextureRootPaths=${TextureRootPath}; TextureExtensions=.dds;.bmp;.tga TextureSearchPaths= [Freedom Force] NiVersion=4.0.0.2 NiUserVersion=0 InstallPath= RootPath= ExtractFolder= RootPaths=${RootPath};${MeshRootPath};${ExtractFolder} TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder} TextureExtensions=.dds;.bmp;.tga TextureSearchPaths= GoToSkeletonBindPosition=0 [Freedom Force vs. the 3rd Reich] NiVersion=10.1.0.0 NiUserVersion=0 InstallPath= RootPath= ExtractFolder= RootPaths=${RootPath};${MeshRootPath};${ExtractFolder} TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder} TextureExtensions=.tga TextureSearchPaths= GoToSkeletonBindPosition=0 [Star Trek: Bridge Commander] NiVersion=3.1 NiUserVersion=0 InstallPath= RootPath= ExtractFolder= RootPaths=${RootPath};${MeshRootPath};${ExtractFolder} TextureRootPaths=${RootPath};${TextureRootPath};${ExtractFolder} TextureExtensions=.tga TextureSearchPaths=${RootPath} DoNotReuseExistingBones=1 TextureUseFullPath=-1 [Loki] NiVersion=10.2.0.0 NiUserVersion=0 InstallPath=[HKLM\SOFTWARE\Cyanide\Loki]=@"GameDir" DemoPath=[HKLM\SOFTWARE\Cyanide\Loki - Demo]=@"GameDir" RootPaths=${InstallPath};${DemoPath};${MeshRootPath} TextureRootPaths=${InstallPath}\Data;${DemoPath}\Data;${TextureRootPath} TextureExtensions=.tga;.dds TextureSearchPaths=${TextureRootPaths} TextureUseFullPath=-1 [Imagine] NiVersion=20.3.0.6 NiUserVersion=0 InstallPath=[HKLM\SOFTWARE\MEGAMITENSEI IMAGINE] RootPath=${InstallPath} RootPaths=${InstallPath} TextureRootPaths=${InstallPath} TextureExtensions=.tga;.dds TextureSearchPaths=${InstallPath} TextureUseFullPath=-1 [Emerge] NiVersion=20.3.0.6 NiUserVersion=0 InstallPath=[HKLM\SOFTWARE\Emergent\Emerge]=@"Path" RootPath=${InstallPath} RootPaths=${InstallPath} TextureRootPaths=${InstallPath} TextureExtensions=.tga;.dds TextureSearchPaths=${InstallPath} TextureUseFullPath=-1 [Pro Cycling Manager] NiVersion=10.2.0.0 NiUserVersion=0 PCM2005InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager]=@"GameDir" PCM2005DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager Demo]=@"GameDir" PCM2005Paths=${PCM2005InstallPath}\Data;${PCM2005DemoPath}\Data PCM2006InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2]=@"GameDir" PCM2006DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2 - Demo]=@"GameDir" PCM2006Paths=${PCM2006InstallPath}\Data;${PCM2006DemoPath}\Data PCM2007InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2007]=@"GameDir" PCM2007DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2007 - Demo]=@"GameDir" PCM2007Paths=${PCM2007InstallPath}\Data;${PCM2007DemoPath}\Data PCM2008InstallPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2008]=@"GameDir" PCM2008DemoPath=[HKLM\SOFTWARE\Cyanide\Pro Cycling Manager 2008 - Demo]=@"GameDir" PCM2008Paths=${PCM2008InstallPath};${PCM2008DemoPath} RootPaths=${PCM2008Paths};${PCM2007Paths};${PCM2006Paths};${PCM2005Paths} TextureRootPaths=${PCM2008Paths}\CM_Textures;${PCM2007Paths};${PCM2006Paths};${PCM2005Paths} TextureExtensions=.tga;.dds TextureSearchPaths=${TextureRootPaths} TextureUseFullPath=-1 [Fallout 3] NiVersion=20.2.0.7 NiUserVersion=11 NiUserVersion2=34 ; Installation Folder InstallPath=[HKLM\SOFTWARE\Bethesda Softworks\Fallout3]=@"Installed Path" RootPath=${InstallPath}\Data ExtractFolder=$(RootPath) MeshRootPath=${ExtractFolder}\Fallout - Meshes TextureRootPath=${ExtractFolder}\Fallout - Textures UseSkeleton=1 Skeleton=${MeshRootPath}\meshes\characters\_male\skeleton.nif RootPaths=${RootPath};${MeshRootPath};${TextureRootPath} TextureRootPaths=${RootPath};${TextureRootPath} TextureExtensions=.dds; TextureSearchPaths=${RootPath}\Textures;${TextureRootPath}\Textures\Characters;${TextureRootPath}\Textures\Armor SupportPrnStrings=1 Rotate90Degrees=Bip?? Head [User] NiVersion=20.0.0.5 NiUserVersion=0