For what it's worth, the NIF file format is a just the proprietary 
format of the NetImmerse/Gamebryo engine (in the same vein as 
mdl/md2/md3 formats associated with the Quake engine).  I suppose it's 
useful if you want to work with data files from a commercial game, but I 
don't think it's a good idea to base your own work on this particular 
file format.  I work with on an application professionally that uses 
Gamebryo, and we're actually suffering from terrible vendor lock-in due 
to their file formats.  I would love it if the open source niftools 
could replace the official plugins, but they don't.

My feeling is that CS should strive to support Collada as well as 
possible, as this it really seems to be a decent and well documented 
standard for 3D game content.

On Thu, Jan 25, 2007 at 07:25:30PM +0200, Juhana Sadeharju wrote:
> 
> Hello. Perhaps now it is time for my request I made last summer:
> Anyone interested in writing loader for the NIF files by using
> the software found in "www.niftools.org"?
> 
> The NIF files are used in the game Oblivion (and Morrowind).
> That means that people would have a possibility to try the CS
> with the commercial quality models relatively cheaply.
> 
> Niftools includes Blender, Max, Maya plugins. That would mean
> yet another way to get our own (free) models to CS.
> 
> NIF format is also superiour. The models need to be attached to
> cal3d and some physics library. Perhaps the Blender plugins
> gives an idea how to do it at the loader end.
> 
> Finally, standalone Nifscope can be used to enchange the models,
> and maybe create completely new models.
> 
> Juhana
> -- 
>   http://music.columbia.edu/mailman/listinfo/linux-graphics-dev
>   for developers of open source graphics software
> 
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