LennyHayes7 Posted April 29, 2014 Share Posted April 29, 2014 So I'm looking to start actually building my own weapons for Fallout 3 and probably New Vegas. I have Blender 2.49 (why?) because it's the only version that seems to work with all of the necessary plugins like Python ffi, Nifscripts etc. So here's the deal: I open blender, whip up a basic cylinder, export it open it. Blank. Not just grey or gradient blank, I mean mono-color blank.The cylinder is completely white. No problem I say, so I copy the strips data and paste it over something with a texture property etc. Still nothing. I know people have encountered this before but I've search everywhere and simply can't find a solution, so this is my last hope before I probably give up. In turn my question is: How do I apply textures to blank models in nifskope? is it something I need to to in blender? if s what? can it be done in 2.49? is there a tutorial on what I need? OR am I talking to the dead? :'( Link to comment Share on other sites More sharing options...
prensa Posted April 29, 2014 Share Posted April 29, 2014 (edited) LennyHayes7 - Hello! "How do I apply textures to blank models in nifskope? is it something I need to to in blender? if s what? can it be done in 2.49? is there a tutorial on what I need?" You need to create a UV map for the new mesh you've created, you do that in Blender. A UV Map is the outline guide that plots where an image is displayed on your mesh. Nifskope can be used to edit the UV to a degree, shift it about & tidy it up, but only a program like Blender can add a new UV. UV mapping is a little daunting at first but it's not as bad as it first seems, I picked it up pretty quickly. The very best guide for adding a new UV to a freshly created mesh is by LHammonds here: It's a perfect step by step guide that should have you able to create a new UV for your custom shape & able to export in one simple video. Unlike a lot of other guides I found, LHammonds' guide contained every step including setting up the material & texture settings properly for export. It's basically a one stop shop for the basics of setting up the UV for a new mesh. Note that it was written with Oblivion in mind so mentions Oblivion settings toward the end but all the stuff before that is exactly the same for Fallout 3 models. This other video covers some similar ground but shows a bit more fitting the image you want to use to the UV & may be of some help also: "OR am I talking to the dead? :'(" It can feel like that sometimes but there's still people about willing to help. :smile: Hope this helps! Prensa Edited April 29, 2014 by prensa Link to comment Share on other sites More sharing options...
neomonkeus Posted April 29, 2014 Share Posted April 29, 2014 If there is not material then the plugin will export goemetry only.If there is a material, it will require a texture and as explained above, that must be UV' (un)wrapped for the texture to appear coorrectly. Note that the pathing will be generate using the relative system for the game being exported, so you generally have to replicate the pathing.Although NifSkope allows you to use an absolute path (C:\.....), F:03 & F:NV use relative pathing where the root is the ...<install_location>\Data\Textures , where a texture uses Textures as the root Textures\meshes\...\..\diffuse.dds Link to comment Share on other sites More sharing options...
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