solidsirhc Posted June 14, 2009 Share Posted June 14, 2009 When you make a new texture, how do you tell the game to use the new texture? I edited a monster texture (the rat) and placed it in data/textures/creatures/rat with the same name (rat.dds) like it is in the BSA file, but how do I tell the game to use this new texture in the construction set? Thanks :) Edit: The problem of course is that in-game the default texture is still used. Link to comment Share on other sites More sharing options...
Pronam Posted June 15, 2009 Share Posted June 15, 2009 I asked to move it, wrong place buddy :). (Its moved now...) I'll try and give a correct answer in a minute ;) Hm. Cannot seem to find what I want..Ok, were going to do a trial and error until someone else knows exactly what to do.I bet you need to use the Archive Invalidation inside your oblivion.ini...But most people evade that by changing the path of the texture in the mesh and using a esp.... Cause the way you're doing it now...you don't need an espThe way you're walking, you should have done this: How To Create Texture Replacers Although many would recommend you to do this: How To Create New Re-Textured Items Because with a copy of the mesh, you could let your esp handle the question if or not to use the rat ingame...With only a texture and archive invalidation, you would need to remove the texture before the rat is removed from the game, not un-checking the esp inside the launcher of the game :)nyway,... you could not see the .dds file inside cs anyway, if you're still using the old mesh, thats just something strange...You'll have to look in-game before you really know all is ok...(That applies for both cases, using an esp or not...) Link to comment Share on other sites More sharing options...
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