granlund007 Posted April 18, 2009 Share Posted April 18, 2009 Thanks. :thanks: I´m going to include the red combat armor in my "Bad´ass slaver mod" which i probably upload here. :mellow: Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 18, 2009 Share Posted April 18, 2009 So, i'm working on small combo mod, and i'm going to be utilizing some re-texes from other Nexus modders, they are all weapon retexes, Here is what i have unsuccessfully accomplished. 1. i created new texture sets based off the existing vanilla ones as a guideline, placed all texture maps in apparently the right places.2. replaced the existing textures on a gatling gun with said created textures and the results were... nothing.... some of the other retex's were non-replacing, so those won't be a problem, but... there are a few that replace all textures of any instance of a particular weapon. How would one go about creating new texture sets to replace textures on existing weapons without replacing all textures for said weapons? :wallbash: Link to comment Share on other sites More sharing options...
TGBlank Posted April 18, 2009 Share Posted April 18, 2009 *scratches head*Lemme sort this out You have gun a, that uses texture a. You replace a, and now all gun a's have said texture. Right?.Now you make a clone of a, and you want it to use a different texture?. Then you need to click to change the mesh, and select different texture sets on the white box on the window that opens. It's that what you want?. Also, if i recall correctly, gatling guns are a little more complex than normal guns to retex, something about barrels being somehow independent or sumthin like that. Link to comment Share on other sites More sharing options...
HugePinball Posted April 19, 2009 Share Posted April 19, 2009 Question about modding with Global variables: I'm working on a mod that uses Globals. The reason is the particular original content item I'm modding uses globals, and since I'm only making some additions and not big changes I was sticking with the existing method. At first I had just created some new additional globals, and everything worked fine. Today I went further with it and was required to change the values of some existing globals. I've just been testing it, and looking all through my code confused because values coming out didn't make sense, finally now realizing that the global variable values as set in the original master (it happens to be ThePitt.esm) are still being used. I've verified in both GECK and FO3Edit that the new values are set in my ESP, just seem that in-game the values from the ESM are being used. Is it something about the globals being defined in a master, or is there something intrinsic (and probably obvious) in FO3's global variables that might be causing this? A quick reply would be appreciated :) I'm trying to work on something right now. I'll go back to searching the forums for answers now. Thanks. Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 19, 2009 Share Posted April 19, 2009 *scratches head*Lemme sort this out You have gun a, that uses texture a. You replace a, and now all gun a's have said texture. Right?.Now you make a clone of a, and you want it to use a different texture?. Then you need to click to change the mesh, and select different texture sets on the white box on the window that opens. It's that what you want?. Also, if i recall correctly, gatling guns are a little more complex than normal guns to retex, something about barrels being somehow independent or sumthin like that. i think i over complicated it TGblank :whoops: . i'll explain a different way. i have a folder on my desktop with some custom textures for the gatling laser, i want to open an existing mod and place that texture on only one weapon. how do i do it? Link to comment Share on other sites More sharing options...
TGBlank Posted April 19, 2009 Share Posted April 19, 2009 Add your new texture sets to the game, and then open the weapon in geck, go to change the mesh, and override the textures (you'll understand once you get there). Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 19, 2009 Share Posted April 19, 2009 Add your new texture sets to the game, and then open the weapon in geck, go to change the mesh, and override the textures (you'll understand once you get there). yeah, i did that. but the in-geck model in the render window did not show the changes. is that normal? Link to comment Share on other sites More sharing options...
TGBlank Posted April 19, 2009 Share Posted April 19, 2009 It *should* show them.There should be several "fields" for texture override, try them. Apart from that, miniguns are weird beasts, try with another gun first to make sure you're doing it right (even if you just hit cancel). Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 19, 2009 Share Posted April 19, 2009 It *should* show them.There should be several "fields" for texture override, try them. Apart from that, miniguns are weird beasts, try with another gun first to make sure you're doing it right (even if you just hit cancel). ok, i'll try another weapon, but one more thing, sorry this is taking so many posts to resolve, but when i create a new texture set, i have 4 files to import for the set, 1stpersongatlinglaser.dds, 1stpersongatlinglaser_n.dds, Gatlinglaser_m.dds, ,Gatlinglaser_g.dds. in the WEAPON dialog, under ART and SOUND tab, these are the textures i can replace. Gatlinglaser:0 3D index 4Backpack:0 3D index 3##GatlingLaserGun:0 3D index 2##MicroFusionCell: 0 3D index 1##GLKnob:0 3D index 0 considering i had to use 4 .dds files to make that one texture set, it doesn't seem like replacing any of the above textures with the set i made doesn't make sense to me, because there was 4 files, idk. i will try another weapon to see if that makes a different. Link to comment Share on other sites More sharing options...
wtbuser Posted April 20, 2009 Share Posted April 20, 2009 Working on an exterior setting and I placed some placeable-water in a ditch, deleted it, tried another... tried to delete it again... and now its baked in my level... and I can't get rid of it... anyone know of a fix? Link to comment Share on other sites More sharing options...
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