maywire Posted July 16, 2009 Share Posted July 16, 2009 I felt like doing a quick retex of the USAS shotgun from 20th Century Weapons, and it was going great, but now the part where the shellcasings are ejected has become all glitchy. It basically has stark areas of lighter and darker shades, and is affected by light hitting it. I don't think it's a problem with the normal maps, because it even happens if I remove them entirely. Anyone got any idea what's going on? Link to comment Share on other sites More sharing options...
mechine Posted July 18, 2009 Share Posted July 18, 2009 :/ Idk Depends on how you retextured it? The two ways me knows about are alternate textures via geck Nifscope When I wana make stuff I'll make a false data file on the desktop inside there will be the same kind of path you would see in the games data file Only it's just stuff I wana work with In your case I'd put the shotgun.nif in the false data folder under meshesthen all the shotgun.dds stuff in the texturesthen make nifscope look for textures in that false data folderon the render tab you get a settings selection at the bottom set it up to draw what you want then add folder an pick the path of the folderwhich only works if it points to a folder named datahence the false data folder on the desktopYou could of course just use the games data filebut idk it just seems more easy to have a false one Also depending on which data folders you have nifscope set to look for textures init might put either the false data folder textures or the ones in the real data folderwhich doesn't really matter because you can turn off the auto resource selectionsan then remove all the folders except for the false data one in the render tab settings After that you have the mesh in the false data folder an opened it then found all the textures it uses via looking for BSshadertextureset in the block list an block details taking note of the path then making a copy of those textures an placing them in the false data folder. Open them up an make the reskins, save them over the oldpreview it, and reskin some more, With it all saved, rename everything open notepad come up with a path to suit your new item like Textures\weapons\mypoopguns\shotgunreskin731.dds There will be a few different paths you'll need to create depending on how complex the item islike if it has a trigger bolt clip, ect, you know all the different parts have different textures for them sometimes like shotgunreskin731.dds an shotgunreskin731part2.dds an so on After you come up with the paths, you just copy an paste them into the block details in nifscope an save itwhich should start out with the item all white, then each one you paste in should be rendered in a few seconds after you paste the new path in, confused yet, me too, I totally screwed this post up The other way is creating alternate textures in geck in the textures part open a texture, rename it put your textures in there then create the new formgo back to the item you wanted to reskin, select the model then double click the right of the texture list to apply your new skins, it helps if you have named them to come before the textures in geck, which might mean you have to name them 10shotgunor something stupid just to make them pop up at the top when creating they new item making it point to the alternate textures in the model selection partYou also have to create and apply new textures for each part listed here in the modeljust as you would have to create a new path in nifscope for the different parts They both take about the same amount of time, the nifscope way seems a little less work though Link to comment Share on other sites More sharing options...
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