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how do you alter a creatures texture?


vane000

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Most files paths between Fallout 3 and New Vegas are the same so just try dropping it into your data folder. Make sure you use Archive Invalidation.

 

If that doesn't work, link to the texture you want to use.

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This is instructions on how to make a non-replacer and a Replacer texture. Both are very simple once you sit down and try it.



. .



NON-REPLACER

Meaning you will add something new to the game and not change the global appearance of the base unit. To make a replacer texture is simpler.


Install:

FOMM

Paint.net

NIFScope

GECK


make a copy of the BSA the current model and texture. Place this copy(s) in another path, not in the game folder.


Click on the BSA and unpack it in to your work folder.


Make your own copy of the relevant files in a data folder. For example:


\Data\meshes\Creatures\Dog

and

Data\textures\creatures\Dog


Place the current dog files in the above.


navigate to the DDS file and unpack it with paint.net. Save it as an uncompressed TIF. Edit the TIF in your favorite paint program. Save it (remember uncompressed)


Open the texture in paint.net and save it as a DDS. I suggest dxt1, Iterative Fit, perceptual, create Mip Maps, Super Sampling as your settings in Paint.net.

DXT1 is more compressed and easier on the system. They load 5-10% faster and typically take half as much disk space. DXt3 is better for very objects with a very contents while dxt5 is better for objects with soft edges (like clouds, or similar).


copy your edited DDS file to the textures folder.


next rename both DOG folders to something else.... such as FIDO or Doggy, or whatever you feel like. My suggestion is you use unique intitials to reduce the possibility of conconflict. In my case I use BL so I might name the folders BLRover.


Right click on the NIF and select open with niftools.

Expand the top node, typically something like NiNode within it you will see a number of numbered NiTriShape folders. Each of these typically has texture informaton and each must be check.

The path is 1 NiTriShape\ 3 BSShaderPPLightingProperty\ 4 BSShaderTextureSet

then in the botton window you will see a purple triagle/arrow TEXTURES, expand that and then double click to edit to the new path to your edited DDS. Do not rightclick and navigate to it as that stores your full path name and the game is not always installed in the same path on all systems. Just edit it so it starts with textures\ etc.


Save as at the top and it's of to the GECK for the final step.


Open the GECK, uncheck all unneeded ESM files, select falloutNV.esm

wait while it slowly loads.

click on the DISK icon at the top (save) when saving you will select the name of the ESP which will hold your modified/unique object.

Navigate to the object you want to have a new texture for.


Right Click and select EDIT.

Give it a new ID and Name. ID is used in GECK, Name is used in the game.

Change the NIF it points to and click on OK. Save your ESP. Place it in game (save again) and test it in game.



. .


REPLACER TEXTURE

Meaning you will NOT add something new to the game but change the global appearance of the base unit.


Install:

FOMM

Paint.net


make a copy of the BSA the current model and texture. Place this copy(s) in another path, not in the game folder.


Click on the BSA and unpack it in to your work folder.


Make your own copy of the relevant files in a data folder. For example:


Data\textures\creatures\Dog


Place the current dog files in the above.


navigate to the DDS file and unpack it with paint.net. Save it as an uncompressed TIF. Edit the TIF in your favorite paint program. Save it (remember uncompressed)


Open the texture in paint.net and save it as a DDS. I suggest dxt1, Iterative Fit, perceptual, create Mip Maps, Super Sampling as your settings in Paint.net.

DXT1 is more compressed and easier on the system. They load 5-10% faster and typically take half as much disk space. DXt3 is better for very objects with a very contents while dxt5 is better for objects with soft edges (like clouds, or similar).


copy your edited DDS file to the textures folder. Use the same path and file name as you saw in the BSA.


Test it in game.


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