theuseless Posted July 7, 2010 Share Posted July 7, 2010 Hi so I am currently trying to replace the textures on the tileset for castle interiors. I know that there is a program out there that will automatically assign a texture to all the objects in a particular nif. This tool uses the command line. I can't remember the name of the program or where I saw a tutorial for its use. If anybody has had any luck using the program, please let me know what the name is and maybe a brief explaination of the command line functions. I would realy like to be able to assign a specular value and gloss to the textures with it too, if that is at all possible. Thanks in advance,theuseless -edit- I have already unpacked all the meshes and textures that I will be using with bsacommander, and have been redoing the work by hand in NifSkope, which is taking forever. I have been assigning the texture, then changing the specular value and gloss and adding a NiVertexColorProperty block. This makes the changed tileset almost glow with glossiness. -edit- -edit- I don't know if it would be easier or quicker for me to just copy/paste, but I'm unsure of how to do this properly as of yet. Would I just copy the block (or group) from the texture (alonsos obsidian resource) and then past them into the blocks/branches? Then to delete the existing ones? I just don't know enough about NifSkope yet. I do know how to save the proper paths for the texture, but need some more detailed assistance. Link to comment Share on other sites More sharing options...
ub3rman123 Posted July 7, 2010 Share Posted July 7, 2010 It's called the texture replacer, but I'm lost on how to use it. Link to comment Share on other sites More sharing options...
theuseless Posted July 7, 2010 Author Share Posted July 7, 2010 Sweet. So simple a name, how could I have forgotten it? Lol. I actually already had downloaded it and lost it in the chaos that is my download manager. It seems to come with a manual in the download, so hopefully that will get me started in the right direction. Thanks ub3rman123 Link to comment Share on other sites More sharing options...
ub3rman123 Posted July 7, 2010 Share Posted July 7, 2010 Do tell me if you figure it out, I've still yet to get this tileset I need to redo done. Link to comment Share on other sites More sharing options...
theuseless Posted July 9, 2010 Author Share Posted July 9, 2010 Ok, so the documentation doesn't clearly explain quite everything, but it does give quite the bit of technical stuff. I extracted all the files from the castle tileset (including the stack pieces and brazier, etc) using bsacommander. Then I moved all those files into my mod folder (data\meshes\theuseless\thanstien). I then renamed them all (I simply pasted my mod prefix of tUL665tharnst to the beginning of the filenames). This took a miniute, but you would have to name them anyways. Then IN THE FOLDER YOUR MESHES ARE IN, place the tr.exe and optionally tr.cfg. Open the command prompt by clicking start menu\run and typing cmd (hit enter). Then type in: cd C:\Program Files\Bethesda Softworks\Oblivion\Data\Meshes\theuseless\Tharnstien or wherever your oblivion folder is located at. Make sure that you type the full path to your meshes folder for your project. Now comes the part that had me stumped. It is written in plain english how to use the program, but I didn't understand it for a min. If you use an asterisk ( * ) in the name it will load all the names that begin with the name before the star. So, for example, when I type in: tr -v tUL665*.nif It will show me all the nif files in the folder that have the tUL665 prefix. It also shows each texture name in the box if you wish to use that information. Typing in: tr -v -w tUL665*.nif Allowed me to view, one at a time the multiple meshes needing edited, as well as the ones in need of repair. So apparently you can use multiple options. That explained the syntax presented in tr.txt: TR [options] filename [[?|*]texture(old) texture(new)] This meant that "tr" runs the program, you place in the options, then place your file(s) names into the next field. This is where I got stumped again. I didn't understand that using the ? in the "search operators" was to "= Replace all textures that contain this text" (even though it clearly stated that lol). So after a couple of hours, I figured out that using the ?castle would replace all the textures that contained the word castle with the next (texture[new]) texture. I figured out that you had to manually enter the path for the texture (Textures\theuseless\Tharnstien\aaobsidian) so that it would recognize it. So my final bit of code looked like this: tr tUL665*.nif ?castle Textures\theuseless\Tharnstien\aaobsidian This should get you started on the process. Link to comment Share on other sites More sharing options...
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