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Modify a texture within an .esp?


whatisthisidonteven

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by modifying you mean give it a retex, changing colors/make it for example a camo?

 

first extract the needing files in fomm. using the bsa unpacker. older versions its just there on the right. newer versions it's listed under tools. lead your way to the bsa textures for fallout 3(or the dlc if the file is from one of them, then they are in the main bsa) click open and press in search the texture you need. this one is mentioned if i'm right in geck.

 

then you need a dds converter wich can make this a jpg file. this file is the one you can modify. when finished rename it with a 1 at the end for example(had in the past some changed and seem to not working when overwriting it by giving it the same name) to make it work. change that one back to dds with the converter. attach it in nifskope to it's place or make manually a file in the textureset in geck.

 

in geck click textureset and in the list rightclick new.

press edit for the diffuse and go to the folder where your new file is. add it. the normal maps uses a n.dds file. wich you don't have to change. add that one to it. sometimes it has a glow map for it this is the g.dds file.

after editing the new textures you rename the id name. creating a new/click yes.

 

now go to your model and edit the biped model(male or female, depending wether it's an armor or not) doubbleclick in the new section on one of the things in the list and a new list shows up. go to your new texture and doubble click again.now it's added to your model.

rename the idname and click again yes for new creation. this has to be a new creation otherwise the texture will be changed in each model that uses it ingame. after you have done that click the save box for creating a new esp when this isn't an excisting esp.for a new esp just load the fallout3 esm(and dlc's if needed)

 

hope this helps you a bit on the right way :wink:

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  On 6/30/2010 at 9:22 AM, deepside said:

by modifying you mean give it a retex, changing colors/make it for example a camo?

 

first extract the needing files in fomm. using the bsa unpacker. older versions its just there on the right. newer versions it's listed under tools. lead your way to the bsa textures for fallout 3(or the dlc if the file is from one of them, then they are in the main bsa) click open and press in search the texture you need. this one is mentioned if i'm right in geck.

 

then you need a dds converter wich can make this a jpg file. this file is the one you can modify. when finished rename it with a 1 at the end for example(had in the past some changed and seem to not working when overwriting it by giving it the same name) to make it work. change that one back to dds with the converter. attach it in nifskope to it's place or make manually a file in the textureset in geck.

 

in geck click textureset and in the list rightclick new.

press edit for the diffuse and go to the folder where your new file is. add it. the normal maps uses a n.dds file. wich you don't have to change. add that one to it. sometimes it has a glow map for it this is the g.dds file.

after editing the new textures you rename the id name. creating a new/click yes.

 

now go to your model and edit the biped model(male or female, depending wether it's an armor or not) doubbleclick in the new section on one of the things in the list and a new list shows up. go to your new texture and doubble click again.now it's added to your model.

rename the idname and click again yes for new creation. this has to be a new creation otherwise the texture will be changed in each model that uses it ingame. after you have done that click the save box for creating a new esp when this isn't an excisting esp.for a new esp just load the fallout3 esm(and dlc's if needed)

 

hope this helps you a bit on the right way :wink:

thanks.

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