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Problem with retex


maywire

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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?
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:/

 

 

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 meshes

then all the shotgun.dds stuff in the textures

then make nifscope look for textures in that false data folder

on 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 folder

which only works if it points to a folder named data

hence the false data folder on the desktop

You could of course just use the games data file

but 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 in

it might put either the false data folder textures or the ones in the real data folder

which doesn't really matter because you can turn off the auto resource selections

an 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 old

preview 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 is

like 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 it

which 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 form

go 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 10shotgun

or 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 part

You also have to create and apply new textures for each part listed here in the model

just 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

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