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1st person texture looking strange.


Woz616

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I've modelled myself a grenade for use in Fallout3. The only problem I've came across is that in the first person view, the texture seems to split and seem waay too bright. When its dropped on the floor, the textures work perfectly. Here are a few screenies i took.

 

Dropped grenade; how it should look... http://img27.imageshack.us/img27/4395/grenademe2.jpg

 

Grenade in hand, strange texture... http://img3.imageshack.us/img3/3697/grenade2cq6.jpg

 

Any help would be much appreciated.

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Sorry for the bump, but i now know my problem. I belive it to be that my model is split up into three. All three of these have different textures. A lot of models have first person textures. The problem is that i am only using one texture for the full first person model, instead of using all three.

My question is now; How would i use all three textures for the first person view? because i was told that i need to name my 1stperson texture, 1stpersongrenade.dds Should i now create the other dds files for the other two textures with their file name set too 1stpersontexturename.dds?

 

 

Another side question, probably a little more simple. How do i lessen the shine on my grenade? it seems to glow white :3

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Sorry for the bump, but i now know my problem. I belive it to be that my model is split up into three. All three of these have different textures. A lot of models have first person textures. The problem is that i am only using one texture for the full first person model, instead of using all three.

My question is now; How would i use all three textures for the first person view? because i was told that i need to name my 1stperson texture, 1stpersongrenade.dds Should i now create the other dds files for the other two textures with their file name set too 1stpersontexturename.dds?

 

 

Another side question, probably a little more simple. How do i lessen the shine on my grenade? it seems to glow white :3

 

I'm sure someone with experience making weapons can shed more light on this, but I think if you use three texture files for the third person version you also should use three texture files for the first person model, as this can't change unless you use a completely different .nif for the first person model.

 

As far as I can tell, there is no information in the Nif file which specifies what texture files to use for the first person texture, which is why every first person texture is appended the "1stperson" prefix - this prefix basically tells the game to display this texture file when in first person mode. So unless you have specified a completely different .nif to use in first and third person mode, you cannot have the game use a different amount of texture files in the two view modes as the textures are dictated through the BSShaderPPLightingProperty node's textureset in NifSkope. If you are using two different models, make sure that the correct texture is referenced here and not the three of the third person model.

 

As for the filename it is just an identifier for a chunk of data on the harddrive - in this case the name of a file at a location referenced from within the .nif file. Technically your item texture files could be called "I_sell_dope_at_the_cinema.dds, at_the_mall.dds and at_my_grandmas_retirement_home.dds", as long as they are referenced correctly from within the .nif file. Logically the first person texture these would be "1stpersonI_sell_dope_at_the_cinema.dds, 1stpersonat_the_mall.dds and 1stpersonat_my_grandmas_retirement_home.dds" for the game to register them as the corresponding first person textures.

 

As for the shine, it's probably a case of modifying the alpha layer on the normal map (itemtexture_n.dds). It uses greyscale and/or black opacity to dictate how much something is supposed to shine. White or completely transparent equals shiny as heck and black equals completely matted.

 

Edit: a bit for clarification. :s

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Just wanted to add something after looking through the weapon creation form in the GECK:

 

If the third person model you are refering to is the "ground" object you can set in the GECK, then it's possible to have the two models use different texture sets and amounts. Make sure that you have two different versions of the .nif file, one called "weapon_name.nif" for the item when equipped and the other "weapon_name_go.dds" for the item when it's not equipped (ie. lying on the ground). Open the first person model in Nifskope and browse to the BSShaderPPLightingProperty subnode of your mesh object and make sure it references the correct texture files from the textureset subnode here.

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I ended up making it a new weapon instead of replacing the vanilla grenade model. My new weapons first person texture looks perfect now, but the world model needs replacing. How would i do that through GECK?

 

Thanks for your time.

 

Have you tried pointing the world model entry under the "art and sound" tab to your new model?

 

At least that's how it works for armour but it could be very different for weapons. If it works but you can't pick up the item or otherwise interact with it, you'll need to make a separate itemname_go.nif version with a collision mesh imbedded in it as that governs whether it is recognized as an actual interactive item in-game or just a visual doodad. You can pretty easily import the collision node from the vanilla grenade though, unless you want a super accurate custom collision mesh.

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