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using new textures on old meshes without replacement


BlackWolf18C

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Well, I've made a new stealthboy file, with a few improved stats, as part of a big mod I'm working on, to learn about the GECK and what can be done with it. The question I have is, is it possible to change the texture file for one without making both textures (normal stealthboy and improved version) change. The goal for me is learning how to make new items using the old meshes but new texture skins (changed colors/patterns) without replacing the original (having the option to get the normal stealthboys or the very rare prototype model). If this is possible, I'm hoping someone is reading this saying "what an idiot" and can give me the fix I need... also, if I use a brand new model just added to the .esp file, verses one that changes the original texture, and the item has it's own unique ItemID, will I still need an Archive Invalidation file?

I already looked around on the web and couldn't find a tutorial on this sort of thing, so any help here would be nice.

Thanks

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i think i noticed something about "alternate textures" when i was poking around in the g.e.c.k. but i'm not sure if that would simply randomize the textures you encounter in game (ie a group of supermutants looking different from one another)

 

as far as my experience goes the texture is linked to the mesh only through the data in the .nif, and therefor requires editing the .nif to change which texture is used.

 

but you could just make a copy of the nif and name it something like "stealthboy02.nif" then change its texture path to your special stealthboy texture and use that mesh for the item.

 

i think any new texture and/or mesh would require the archiveinvalidation because its there to instruct the game to look in the subfolders rather than take the textures from the main .bsa file. but i wouldn't worry about that too much since im sure most everybody is using the archiveinvalidationinvalidated by now.

 

hope some of that helps

cheers

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aha! take a look at what SpeedyB64 says in this thread, that may help you attach a different texture to a separate ID of the stealthboy while still using the same mesh if it works with all items and not just armor

 

http://thenexusforums.com/index.php?showtopic=92333

 

If you are refering to making new texture sets in the GECK, it's possible to do with everything not just armour and weapons. As long as you can open it in the model preview window it can use alternate textures without having to make a separate .nif file. :thumbsup:

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Both weapons and armor have their own intricities in getting things looking right from any angle (equipped by the character or NPC or laying on the ground)...

 

Armor uses the regular Model for normal viewing, and a *_go.nif model for when on the ground.

-Apply your new TextureSet to both models and it will look correct whether worn or laying on the ground. (This can be done simply via the Item Window.)

 

Weapons also use two models, but getting both changed takes two separate TextureSets (unless you're lazy and don't mind having a hi-res texture on an item lying on the ground...).

- The first is the 1stPerson Model that can only be edited via [World Objects]>[statics]>[Weapons]>(insert sub-catagory and weapon name here). Open the Static model (icon of a house) and change the 1stPerson textures to the new hi-res textures. (for a unique item, just change the name to create a new formID)

-The second is the basic world model seen when the weapon is on the ground... this is the one edited in the Item Window, much like you do with a piece of Armor. Just replace the textures with either your own low-res, or simply use your hi-res textures again. (I tend to stick to using a low-res here, just to not have the new weapon stand out THAT much in comparison with a vanilla weapon.)

-If you want the item to be unique, the 1stPerson textures can be called up via the [1stPerson Model Object] pulldown menu, in the Item Window.

 

There ya go... I think it's set out simply enough. This is also my second response for this type of inquiry, so subsequent requests for info will likely be replied to with a simple "Search: TextureSet 1stPerson hi-res Static". Heheheheh.

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  • 4 weeks later...
i think i noticed something about "alternate textures" when i was poking around in the g.e.c.k. but i'm not sure if that would simply randomize the textures you encounter in game (ie a group of supermutants looking different from one another)

 

as far as my experience goes the texture is linked to the mesh only through the data in the .nif, and therefor requires editing the .nif to change which texture is used.

 

but you could just make a copy of the nif and name it something like "stealthboy02.nif" then change its texture path to your special stealthboy texture and use that mesh for the item.

 

i think any new texture and/or mesh would require the archiveinvalidation because its there to instruct the game to look in the subfolders rather than take the textures from the main .bsa file. but i wouldn't worry about that too much since im sure most everybody is using the archiveinvalidationinvalidated by now.

 

hope some of that helps

cheers

 

 

From what I've seen looking around I believe alternate Textures are your new or Custom textures that you have made for the game and to be able to retex a model with.

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