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Gotta question... hopefully simple to answer :)


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What I want to do is simple...

 

How is it possible to add custom pictures/posters/whatever I say... Photoshopped into the GECK for use? I'm going to be making some posters and logos for use and wonder how to do so.

 

Another part to this is how do I make a sign, like on that can either light up or is big with like steel letters or something. I think you guys can get the idea, I'm having trouble with words right now XD

 

Hopefully someone can help me ;)

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What I want to do is simple...

 

How is it possible to add custom pictures/posters/whatever I say... Photoshopped into the GECK for use? I'm going to be making some posters and logos for use and wonder how to do so.

 

Another part to this is how do I make a sign, like on that can either light up or is big with like steel letters or something. I think you guys can get the idea, I'm having trouble with words right now XD

 

Hopefully someone can help me ;)

just starting out with texturing stuff myself, but i can tell you what i know:

1. you'll need a dds-plugin (like the one from nvidia) for photoshop to read and write the texture images.

2. you'll need fallout archive utility (or something similar) to extract the texture- and meshfiles from the bsa-archives the game uses.

3. you'll need nifskope to assign your new textures to a 3d-object.

 

the rest goes like that:

.) store your poster as a dds-texture.

.) find a 3-d object in geck that about suits what you need (like any poster already in the game in your case), then open fo-archive-utility, find this object in the meshes.bsa and extract it (this produces a nif-file).

.) open this file in nifskope, find the entry BSShaderTextureSet -> Textures, assign your new textures there (not the ones with _n at the end of their names, those are normal maps (you can leave those as they are for posters, since they're flat anyway), save the file.

.) in geck, right-click in the objects-list and select "new" to create a new object, under model assign the nif you just created to it, give it a name and voila, there you've got your new poster ready for use in geck.

 

and for a poster you can switch on/off, you'd need two versions if it, one lit and one not, and change them by script (maybe there's another way to do this, with playgroup or what do i know, but so far that's the only one i know)

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Actually, it sounds like what you're trying to do is apply a new texture to an existing mesh (the poster rectangle.) For most items you can do that purely in the GECK, without needing NifSkope.

 

Just define a new texture set record -- e.g., by duplicating an existing one and then editing the copy -- then duplicate the item you want to retexture, hit the edit mesh button, and you'll see a table with the mesh parts that can be retextured. Simply set your newly defined texture set there, and there you go.

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Actually, it sounds like what you're trying to do is apply a new texture to an existing mesh (the poster rectangle.) For most items you can do that purely in the GECK, without needing NifSkope.

 

Just define a new texture set record -- e.g., by duplicating an existing one and then editing the copy -- then duplicate the item you want to retexture, hit the edit mesh button, and you'll see a table with the mesh parts that can be retextured. Simply set your newly defined texture set there, and there you go.

cool, i had no idea bout texture set records up to now - maybe this can help with that little robot problem i've got too... :-)

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im having a problem following this:

i used paint.net to edit a texture i extracted from the textures bsa and edited it, saving it as a new DDS (a poster and i have done this for perk icons before) when i use nifskope to change the path i save it and open the GECK. when i make a new item and use my new mesh it then drop it into the game it either shows a black square or a random texture that changes as i shift my view

 

i also tried the new texture method, same effects

 

I think i was saving it in the wrong compression format. got it (kinda) working, its just resized to being too big. now i just tweak!

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im having a problem following this:

i used paint.net to edit a texture i extracted from the textures bsa and edited it, saving it as a new DDS (a poster and i have done this for perk icons before) when i use nifskope to change the path i save it and open the GECK. when i make a new item and use my new mesh it then drop it into the game it either shows a black square or a random texture that changes as i shift my view

 

i also tried the new texture method, same effects

i just tried with a poster exactly this way, and it worked fine (i used the vaultposter01)

you left the xypostertexture_n.dds-file untouched, right? this is a normal map just for determining where the object reflects how much light (from what i understand so far), if you paste your texture in there, this might lead to some strange effects.

then, the vaultposter has an 8-bit-alphamask, be sure to save this with your texture (i guess it's ecplicit alpha, i use this and it works anyway)

and make sure that, in the export filter, you generate mip maps for the object (to get a basic idea what this does, just open a vanilla dds with import mip maps enbled)

and of course then there's tons of export options in the nvidia-dds-plugin that i don't understand myself yet (if you stumble across a documentation anywhere,pls let me know, couldn't find one anywhere)

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i did something to the file that made it error. after redoing it and saving correctly in paint.net it works like a champ
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