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Hand-made .nif for Fallout New Vegas help


kungfubellydancer

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I made this mesh (antique pitcher) in blender to be used as a miscellaneous item for Fallout New Vegas, and gave it collision data, but...now what? How do I give it texture data? I had to add the shader property in nifskope, but I can't do anything past that point. I have the texture ready to go, but no way to attach it to the mesh. What there a step I forgot to do somewhere?

 

http://i268.photobucket.com/albums/jj27/kungfubellydancer/aaasda.png

 

What I did was I exported the uv map from blender into a .tga file rather than applying the texture directly in Blender, because I have more control over it in Gimp.

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Baduk's going by Japan time, I think, lol. As for Google, I did find enough tutorials to get me as far as I've gone....but the thing is, the UV map I generated has a little strange and doing the texture directly within Blender is painstakingly difficult (at least for that particular mesh; no matter how I seam it, it comes out strange), that's why I exported the raw UV to do outside of Blender in Gimp/Nifskope.

 

I'll play around a bit and see what I can do.

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Hi!

 

Seems like u are on the right path on that..

 

Whenever i think my uv map is coming out weird i just make more islands.

 

Like i would go and make the handle and spout separated with a seam and make another seam down the middle of each.

 

Then probly separate the top and bottom and the little nub on the top also. putting a seam down the middle of each cylindrical part so it unwraps into a rectangle instead of a ring shape.

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I also recommend attaching a UV Test Grid for all the surfaces while you are creating the UVs. This helps you see troublesome areas that are squishing too much or stretched too far. It also helps keep the proportions similar so you don't have a hilt that has too much texture area (producing small grids) with other areas not having enough (producing large grids).

 

Not only does making more UV "islands" help but also using different methods to unwrap may be helpful as well...such as a diamond shape using a "Project from View" to retain the shape on the texture. And using seams to unwrap other areas or using other methods which might work better for certain shapes.

 

LHammonds

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  • 2 months later...
I've been able to replace textures in nifskope. In the left box under block list expand 0 NiNode then expand 1 NiTriStrips then expand 2 BSSshaderPPLightingProperty then select 3 BSSshaderTextureSet. In block details below the block list expand Textures and there should be a list of textures currently used. This is how the base body is set up and it seems that most bodies are identical. Hope this helps...
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