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How to get textures to edit?


therussiandong

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http://www.fallout3nexus.com/articles/article.php?id=19

 

Helped me a lot. I just got into texturing today.

 

You will need something like FO3Archive, something like NifSkope, something like Photoshop (w/ the ability to open and edit .dds-files, or something to convert them into a workable format and back), and the GECK (if you want to create unique items and not just retexture existing items).

 

Good luck. :)

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Alright, so I got the .dds files but now I need to get them into Photoshop.

I have Photoshop CS5 and I was following this tutorial:

http://www.fallout3nexus.com/articles/article.php?id=36

and I installed the plug-in given in the link but I am not sure how to use it.

What is an alternative way to use the .dds files in Photoshop?

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This will work for New Vegas right? Even though its meant for Fallout 3?
Yes. Almost all tools that worked with Fallout 3 will work with New Vegas, bar automatic ones that rely on actually finding a Fallout 3 installation.

 

Alright, so I got the .dds files but now I need to get them into Photoshop.

I have Photoshop CS5 and I was following this tutorial:

http://www.fallout3nexus.com/articles/article.php?id=36

and I installed the plug-in given in the link but I am not sure how to use it.

What is an alternative way to use the .dds files in Photoshop?

Once you have installed the Nvidia Photoshop Plugin, all you have to do is open up the .dds-files with Photoshop.

 

Take note that the plugin doesn't work with 64bit Photoshop, so you'll have to use the 32bit Photoshop (if you have CS5 installed as 64bit, it should still have installed both, just run the version that isn't labeled as the 64bit version. This caused quite a few grey hairs to show up on my head, because I couldn't figure out what wasn't working myself, earlier).

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Since you used the textures of a beret, I'd find the .nif of a pre-existing beret, copy it, and change it (using NifSkope) into using your new textures.

 

Then I'd duplicate a Beret entry in the GECK (simply rename a pre-existing Beret entry and it will ask you if you want to create a new entry - say yes) and change it into using the .nif you just made.

 

Then it is only a matter of adding it somewhere in the world, in a container (or a vendor).

 

A good thing to know in this context is that even vendors are technically containers. In New Vegas, most vendor containers are located in a cell called.. umm.. I just remember that it starts with "NVVendor", if I'm not mistaken.

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