Monticapone Posted August 14, 2009 Share Posted August 14, 2009 So I want to make a new rifle, that consists of a lot of other parts, not belonging to the rifle itself.That means I just take the Hunting Rifle, put a silender from an other mod on it, plus one scope and a bipod....But now the problem is that it looks reeeaaally stupid, having the old and rusty hunting rifle, together with some hightec scope....Now my question is: How could I export one .dds file from Nifskope to my texture folder to edit it? Or is there any other possibilty to do what I want to do? Thanks a lot!Monticapone Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 15, 2009 Share Posted August 15, 2009 nifskope = mesh (.nif)gimp = texture (.dds) So you would want to open the .dds file which is the texture for the hunting rifle in gimp (provided you have the gimp .dds plugin), and edit that to what you want it to look like. Link to comment Share on other sites More sharing options...
Skree000 Posted August 15, 2009 Share Posted August 15, 2009 The textures themselves are located in an embedded BSA archive. To get at the Fallout3 textures, grab FOMM, and once thats running, use the BSA unpacker to extract all the textures from the Fallout3 Textures BSA file and put them somewhere. Look for the right texture for that weapon, the Nif file in nifskope should point to the right texture via a texture path. Once you have those textures, modify those and place them in a folder in your Fallout3/Data/textures/ folder somewhere. In nifskope, just point the meshes texture slot towards that new texture you saved and it should use it. Beware though, if you have meshes using alot of different textures from different weapons, it sucks up alot of texture memory very fast. Weapons are 1024's, so even by using the scope or bipod of a weapon as an attachment, you are loading up the entire 1024x1024 texture of that weapon everytime your gun is on screen. Link to comment Share on other sites More sharing options...
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