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Adding a new texture using an existing model to make a new item


Pyroteknics

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A material file only becomes 'mandatory' if you wish to use a material swap in CK, which allows the use of 1 .nif with many different materials/textures.

 

You can let CK create the archives for you. You only need to supply the correct names, which is actually a bit strange as the names are indeed very specific, so could be 'generated', as they are build up exactly as you mentioned.

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Thank you, I finally got there in the end even with getting CK to bundle the files together into a .ba2 archive (for others reading in future, in CK click File then Create Archive).

 

Luckily the CK prompted what files it was about to pack (in my case the new .nif and .dds files) but the save pop-up window only told you what it was going to be in the top-left title of the window that appeared twice - once for the main file which held the .nif files (MyModName - Main.ba2) and a second window immediately after for texture file for the .dds texture files (MyModName - Textures.ba2).

 

Well after all these lessons learned with different snippets of advice across the Internet and your comments I got there in the end - thanks again for your advice! Here's the end result for anyone who's interested of what came from all this - small and lightweight!

Edited by Pyroteknics
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