I am a user of blender and have come across the site http://niftools.sourceforge.net/wiki/NifTools. It is the home of the Nif Format Library and Tools project which is focused on creating software that can be used to manipulate and create objects of the .nif format. There is a list of games on the site that are being worked on, but I couldn't find any reference to Bridge Commander. Despite this, I tried working with the available tools yet was unable to come up with a method that could create something editable using the Model Property Editor. I would like to know if anyone is interested in working on this project to create the ability to use blender for the creation or editing of Bridge Commander Ships. I am aware of milkshape and its capability in this aspect but am looking for a well, cheaper solution. Yes, you can call me a cheapskate or whatever. But hey, I'm still wondering!
7th April 2007
I haven't played with it enough, however NifScope has an import option for .obj and .3ds files. You can then save as .nif, but I'm not sure about the scaling issues.
Yeah, it can export .3ds and .obj into .nif however, when I try to open these files with the Model Property Editor, I don't get anything. The 3D vewier just stays blank. Is that because of scaling? Or is it something else, like nodes (Which I really don't know anything about especially when it comes to using them in blender.)?
On the same site, I also just came across some scripts for blender to export to .nif by itself. When you export the file, you get a list of games to export it into and Bridge Commander is on the list. I tried using this option as well as exporting it as an nif3 but the same thing happened as when I used NifScope.