Erierth Posted November 23, 2009 Share Posted November 23, 2009 im trying to compile allot of mods into one, but im stuck in adding meshes and textures to armors im trying to compile these 2 great mods: http://www.fallout3nexus.com/downloads/file.php?id=8158 http://www.fallout3nexus.com/downloads/file.php?id=7466 but i don't know how to add the textures to the texture set, and to these new meshes http://img696.imageshack.us/img696/9706/image01w.jpghttp://img80.imageshack.us/img80/6376/image02k.jpg can someone please help me out? Link to comment Share on other sites More sharing options...
Ghogiel Posted November 23, 2009 Share Posted November 23, 2009 I think looking in the nif file of the problemactic armor will answer your question. Look under the BSShaderPPLighting node, in there is a texture set with texture file paths. So that would be the names of the texture files as used by the armor mesh Link to comment Share on other sites More sharing options...
Erierth Posted November 23, 2009 Author Share Posted November 23, 2009 and... where is the BSShaderPPLighting node? Link to comment Share on other sites More sharing options...
deepside Posted November 23, 2009 Share Posted November 23, 2009 first of all i don't think you need the bbs node . in your case you have to know that the dds are the textures when makin it in geck you click new then click the topline(diffuse) add the dds file then the second line in that new one(normal gloss) , add there the n.dds file. the g file is for the glow this comes on the fourth line. then give the texture a id name so you can find it..for putting it in the right place you have to know wich part is what.arms and upperbody are normal always armor files or you have to have addons on it. so for your file you have to check a bit wich is what. coz you have several arms and upperbody'sremember that you make for each texture file a new one.hope this helps a bit. gr deepside Link to comment Share on other sites More sharing options...
Erierth Posted November 23, 2009 Author Share Posted November 23, 2009 man... it is more complicated than it meets the eyeyou 2 are explaining it, and i am understanding little of it :( deepside and Ghogiel, could any of you please dl any of those 2 mods and try it out yourselves?. i tried almost 150 combinations and it still didnt looked fine (like in the owner's mod)i believe that if i see the example, i will understand much better, 60% sure... Link to comment Share on other sites More sharing options...
deepside Posted November 24, 2009 Share Posted November 24, 2009 i must dissapoint you about it dl it coz i have too much projects going on but i can try to make a post for you that you can see how to add the files to the geck. so that the only thing you have to do is to place the textures on the right place. Link to comment Share on other sites More sharing options...
Erierth Posted November 24, 2009 Author Share Posted November 24, 2009 i must dissapoint you about it dl it coz i have too much projects going on but i can try to make a post for you that you can see how to add the files to the geck. so that the only thing you have to do is to place the textures on the right place. yessssssss :thumbsup: Link to comment Share on other sites More sharing options...
deepside Posted November 24, 2009 Share Posted November 24, 2009 ok.. i make this from step one on so that even somebody who don't know where to be can use it. i think that some of the parts are already known by you.then this will fill in the blank spots that causing you the trouble.i write this as adding you the armor from scratch(so no other mod using just your esp)for textures of weapons you can also use these steps as they are the same. first you go to geck and load the data files. set your esp to active.( how to make a esp can be found at the geck homepage)click ok.now it's loading the fallout data and yours from the esp. 1-click the list on the left on texture set-this will load the list of excisting textures.2 right click in that new list and select new- now you see a new screen.3 in that screen click diffuse and click on edit after marking diffuse.4 this takes you to your datafolders from fallout -go to the textures folder and click the texture you need-the.dds texture.5 click on this one and select open.-this will add the dds texture to the new screen.6 click in that same screen on normal/gloss.7.click on edit and this will take you again to your texture folders.now take the n.dds file and add it.8.click when needed on glow(not every armor or weapon has a glow map)9. click edit and this brings you again to the texture folders- now add the g.dds10. give this texture a name in the id -make it easy so that you can find it without any problem in the list.11. click ok - now your texture is added to the list. this process you have to do with each texture file that is needed for the armor in your case.the pic says where you have to be in the geck and screen. for bringin it on your armor we go a step further. 1. go to the left list and select armor- this will bring up a list off armors excisting in the game.2.in that list rightclick new or edit your excisting one.3. go to the section male biped model( or female if it's only female)4.click edit- this will bring you to your data folders ( or directly to your meshes folder)5. click the nif file that you are gonna use for the armor and add it.6.now you see your armor but only in red- this means you have not added the textures yet.7. on the left side there's a list with material that makes the armor- click the upper one.-this brings up the list of textures including the one you just added.8.doubble click the texture in that list- this will add it to the armor.9. repeat this process untill all lines are filled in.10. click ok.-now the textures are added to the armor11.do this process also with the world model- the go nif file if it's available for seeing it in the fallout world.when you have no go file that is not a problem then you must add this armor in a container to the worldspace.12. give your armor a name in the id for finding it in the geck.13. edit the armorstats by weight dr and value health repair - don't forget to put the equip type to bodywear and the biped object lines to upperbody or else you won't see it.14. click ok-when editing a excisting armor now a line comes up wich tells you that it has changed the form editors id do you want to create a new form click yes otherwise this overwrite the armor. now your armor is in the geck - all you have to do now is give it a place in the fallout world. this pic tells you where you have to do the texture adding on the armor. in your case you have to know that your armor is made out of three armors.look at the file to see the addons that are made everything that comes from a t51 you add the t51 text to it. so you do with the others too.unless there are made specific textures like for the legs . there you fill in those textures.also know that the textures with the same name. like t51.dds and t51n.dds belong in one texture in the geck.when there is a g.dds file add it to the same dds file in the screen. this is for the glowing parts.like eyes and stuff.you have to look at the nif file to see that they are added from a enclave and t51. when i'm right the torso texture is for the upperbody part in the list of the armor edit.hope this helps you a bit.gr deepside Link to comment Share on other sites More sharing options...
Erierth Posted November 27, 2009 Author Share Posted November 27, 2009 sure!i gonna try it ASAP Link to comment Share on other sites More sharing options...
Erierth Posted November 29, 2009 Author Share Posted November 29, 2009 i guess this is the best i could do: http://img269.imageshack.us/img269/339/image03i.jpg Link to comment Share on other sites More sharing options...
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