mechine Posted June 19, 2009 Share Posted June 19, 2009 Okay V1.0 was simple I just edited the nif files of another mod with different settings in GECK tested, and with 3 different damage versions. What I'd like to do with the second version is pretty much the same concept only making retextures that don't overwrite anyone elses If I change the name of a texture or change the file location even making nifscope look there or for the file name it doesn't find it an will only display it if the file is in the original location an path under the original name in fact nifscope will only display textures if it's set to bethesda/fallout/data I've had to overwrite other peoples textures in my data file just to get the stupid thing to work or work well enough to keep going with it, being stuck in a retexture failure over an over for the last 2 days At least I can do some testing now though, I haven't had any fun the last two days an was ready to delete every fallout piece of code I had along with the myriad of other software just to make stuff Link to comment Share on other sites More sharing options...
deliverance6 Posted June 19, 2009 Share Posted June 19, 2009 best bet is make your own folder. bethesda/fallout/data/textures/weapons/2hand/GIANTSWORDLOL/* and put your textures in there... now, NifSkope doesnt normally display textures in these directories, since it doesnt use a Drive prefix, just a folder prefix. so, preview your textures using 3dsMax, Blender , Maya etc and then just use NifSkope to apply then. dont worry too much about seeing the texture in Nifskope, aslong as the folder/filename is correct then it'll work inGame and in the Construction Set Link to comment Share on other sites More sharing options...
mechine Posted June 19, 2009 Author Share Posted June 19, 2009 It's going pretty good, this one will be a good en I have about 7 guns right now, maybe add in a couple more. Pretty much the retexture is on one gun an then one silencer So I need to figure out how to rename those I kind of grasp what you're saying so the silencer is in textures/wpn/SA/M1It was taken out of another nif, copy an paste branch So should I rename the texture an put it in another file lower than thatlike textures/wpn/SA/M1/Mymod Then there is the pistol I don't really wana overwrite the texture for that mod It's in textures/wpn/newweaponso maybe move it an rename it in texture/wpn/newweapn/mymod And just rename the textures by the nif name edit I think I see what you were saying Thanks Link to comment Share on other sites More sharing options...
mechine Posted June 20, 2009 Author Share Posted June 20, 2009 It's no working Data/meshes/weapons/fullauto731 New nifs Data/textures/weapons/fullauto731 New textures Data/textures/weapons/newweapons Old textures The new nifs point to the old textures Is there a program that will display which textures a nif is set up to use I can sort of get it to work in the .esp in GECK but it's a whole lot of trouble Also What's this stuff mean DiffuseNormal/glossEnviromentGlow/skin/HHeightEnviroment Most of the guns only have a diffuse an normal/glossThere was one gun that didn't have a normal/gloss thoughHow do you create normal/gloss or texture_n Also like in creating texture sets in GECK it has a selection for speculardoes the game engine take care of that, like if it's shiny Link to comment Share on other sites More sharing options...
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