SammyMemento Posted August 16, 2021 Share Posted August 16, 2021 Hi, I become capable to do material swap for a bunch of obejct but now there is the redrocket door and pump that don't have original material in their swap window so how can I replace their material I don't get it, if someone know Link to comment Share on other sites More sharing options...
Zorkaz Posted August 16, 2021 Share Posted August 16, 2021 You need to edit the original .nif and add a material file path there. (Compare other .nifs to see where to put it) Link to comment Share on other sites More sharing options...
SammyMemento Posted August 17, 2021 Author Share Posted August 17, 2021 You need to edit the original .nif and add a material file path there. (Compare other .nifs to see where to put it)Ok so do I need to do it trough nifskope or an other programm I am kinda new to all this if you could give me details ? Link to comment Share on other sites More sharing options...
RoNin1971 Posted August 17, 2021 Share Posted August 17, 2021 You need to edit the original .nif and add a material file path there. (Compare other .nifs to see where to put it)Ok so do I need to do it trough nifskope or an other programm I am kinda new to all this if you could give me details ? Yes.Some models or parts do not have a material assigned to them, only textures. These can not be swapped.In order to do so, you need to edit the nif file of the object using nifskope, to add a material file to the part in question.Depending on what texture its all about, you might need to create a material (BGSM) file. (there's an excellent material editor available) Each mesh part using a certain texture is called a 'shape' or 'TriShape' (all faces are triangles for FO4 meshes)So you need to look for something like a 'BSTriShape'Under the TriShape node you will find a: 'BSLightingShader'. This is where the material needs to be assigned.This node also holds the 'BSShaderTextureSet' where you can find all texture maps (Diffuse, Normal, Specular etc.) Info you'll need to create a material file. If needed. The second property for the 'BSLightingShader' node is called: 'Name' and it takes a txt entry. Here you should add the path and filename for the material.bgsm file to use. Note: the path should be relative to the fallout data directory.So something like: materials\myModels\MyMaterial.bgsm However... If you are planning to release a mod, instead of just for your personal use, you should NEVER edit vanilla assets, but use a copy instead. Using a copy might actually negate the need for a material swap, as you can assign the new textures or material straight inside the new nif file, unless you want to use several different swaps. Link to comment Share on other sites More sharing options...
SammyMemento Posted August 17, 2021 Author Share Posted August 17, 2021 You need to edit the original .nif and add a material file path there. (Compare other .nifs to see where to put it)Ok so do I need to do it trough nifskope or an other programm I am kinda new to all this if you could give me details ? Yes.Some models or parts do not have a material assigned to them, only textures. These can not be swapped.In order to do so, you need to edit the nif file of the object using nifskope, to add a material file to the part in question.Depending on what texture its all about, you might need to create a material (BGSM) file. (there's an excellent material editor available) Each mesh part using a certain texture is called a 'shape' or 'TriShape' (all faces are triangles for FO4 meshes)So you need to look for something like a 'BSTriShape'Under the TriShape node you will find a: 'BSLightingShader'. This is where the material needs to be assigned.This node also holds the 'BSShaderTextureSet' where you can find all texture maps (Diffuse, Normal, Specular etc.) Info you'll need to create a material file. If needed. The second property for the 'BSLightingShader' node is called: 'Name' and it takes a txt entry. Here you should add the path and filename for the material.bgsm file to use. Note: the path should be relative to the fallout data directory.So something like: materials\myModels\MyMaterial.bgsm However... If you are planning to release a mod, instead of just for your personal use, you should NEVER edit vanilla assets, but use a copy instead. Using a copy might actually negate the need for a material swap, as you can assign the new textures or material straight inside the new nif file, unless you want to use several different swaps. Thx for the detailed explanation thats a lot I never used nifskope before I will get it and try to do as you said, thx for your help Link to comment Share on other sites More sharing options...
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