latinoad Posted May 24, 2011 Share Posted May 24, 2011 (edited) Hello, I have quite a basic question: If I have some custom stuff (.nif .dds and other things), what should I do in order to be able to use it in CS? In other words, I copy my data files to the relevant subfolders of the Data folder. Then I open CS. And how can I use my new textures and models, how can I make CS "see" them? I know how to use CS, I play around with it since 2006. In my own plugins I used vanilla Oblivion. I also helped in a couple of fan projects, but I never imported anything, some other people did this for me. I know how to place files in Data folder. i did that. Yet it doesn't seem enough and CS doesn't seem to "see" the custom stuff. Please help. Point me in a direction of a relevant tutorial or just provide basic tips. Edited May 24, 2011 by latinoad Link to comment Share on other sites More sharing options...
dazzerfong Posted May 24, 2011 Share Posted May 24, 2011 It depends on what your intended object is: if it's a weapon, you'd need to make a new item under the 'weapons' tab, and so on. Link to comment Share on other sites More sharing options...
latinoad Posted May 24, 2011 Author Share Posted May 24, 2011 (edited) OK, of course. I am stupid. :) I either make a new item or open an existing item and save it under a new name, so it becomes a new item. I then "Edit Base" and assign the .nif and .dds. Is that right? I tried that, but when I assign a .nif it seems to automatically apply the texture, even if I apply another one. How does it work? Edited May 24, 2011 by latinoad Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 24, 2011 Share Posted May 24, 2011 (edited) For most objects textures are assigned in the NIF. You can almost only assign models and icons in the CS. But it again depends on what exactly you're going to create, as the rules differ from object type to object type.That's why most weapon and armor recolors always have a bunch of the same NIFs with just different names, representing their color mostly, as the texture assigned is the only real difference between them. There are some meshes which are different, the textures of which are indeed controlled from the game engine no matter what's written down in the NIF. Body parts would be a prime example here, also those inside clothing and armor. However, for this to work those meshes must follow certain rules again for the engine to recognize these as such, including special keyword'ed naming for the engine to know which body part they are, predefined materials overridden by the engine ingame, so it knows it is meant to be a body part, and the proper texture settings, though I admit I don't know what that's for, them not being used anymore ever anyways, the engine being in control of the actual textures now. Edited May 24, 2011 by DrakeTheDragon Link to comment Share on other sites More sharing options...
Recommended Posts