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Creature Retexturing


Ironman5000

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Does anyone know how to retexture creatures like geckos, cazadores etc. I have made a new texture, added it to the nif model of the creature but when I add it to the GECK the stance is different, all animation data disappears and when I try to place it in the render window there is no physical data to drag it around and it is pretty much a none entity in-game. Saying this I am new creature alteration and have searched all over for tutorials but there is nothing on the net that is easily accessible informing people on how to retexture creatures.

Can anybody help me I have some cool textures set up?

Edited by Ironman5000
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Rather than trying to create a new version of the creature with a new texture, why not start off as it being just a retexture or more specifically a replacer.

 

All you need to do with a replacer texture is make sure the texture is in the exact same path and has the same filename.

 

I assume you know how to convert a DDS file but in case you don't, here is a quick overview:

 

  • Open the DDS with Paint.NET (it has built-in support for DDS)
  • Save the image to PNG to open in another editor or save it in PDN format which is proprietary to Paint.NET so you can utilize multiple layers and such.
  • Once you are done making your changes, save the image in the proprietary image format of your editor (this is your "source" file), then export it back to DDS format.
  • In Paint.NET, that is a simple matter of clicking File, Save As and picking DDS. Then choose the appropriate compression settings (DXT1 vs DXT3 vs DXT5 with or without MipMaps enabled)

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I posted a topic about something similar yesterday and got no response (I've killed many threads in my time). What are the best programs for making/editing Textures and Meshes?

I really don't want to leech off of others anymore. :D

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What are the best programs for making/editing Textures and Meshes?

Best? There really isn't a "best" for anything. It really depends on what you are comfortable with.

 

When I started, I used Paint Shop Pro 9.0 but it had zero support for DDS format but that didn't stop me. I used a tool called "DDS Converter 2" to batch convert my textures to DDS format. I kept my source textures in the proprietary .pspimage format and when ready to convert, I saved them as .PSD and use DDS Converter to make DDS versions.

 

The main thing to consider for texture editing is using an editor that supports multiple layers and blending options. MS Paint, for example, does not have layer options so that is a poor choice as an editor.

 

Since I upgraded to Windows 7, I have not been able to install any version of PaintShop Pro so I have migrated to mainly using Paint.NET which also has DDS format built-in so no more need to use an external conversion tool. You could also use Adobe Photoshop, GIMP or whatever. You just need to save the final result into a format that can be converted by something else into DDS format if your program does not support it natively or with plugins.

 

The same thing cannot really be said for 3D modeling though. If you cannot directly export to the format the game requires, you need to either switch modeling programs or learn 2 modeling programs so you can share between them and do conversions such as using SoftImage to create your models but then export to OBJ format in order to bring it into Blender to export into NIF format...but it gets more complicated depending on what you are trying to do. OBJ format cannot retain rigging / animation so armor and clothing have to be rigged in Blender or 3ds Max which can export directly to NIF format.

 

LHammonds

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Thank you so much.

 

Are there any tutorial sites(What am I saying? There has to be!)? I'm familiar with the GECK but not NifSkope, Blender, and etc. I really want to learn how to use them. I don't mind teaching myself. It took me a while to get a grip on the GECK, but I got the time (Not really, but I'll make time!).

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NifSkope Tutorials

 

Nexus Wiki Tutorials (just pick a category to narrow it down)

 

Download Blender 2.49b from TESNexus and follow my instructions to the letter for installing the software. Then go through the Noob to Pro tutorial to get the basics of the program. You can then find more game-specific Blender tutorials on the Nexus Wiki and our very own Nexus Blender forum.

 

For basic modeling and texturing tutorials, you can find a ton of them on the Internet (Google and YouTube are good places to start). You can find generic tutorials that will work regardless of what tool you use and those that are specific to the tool you want.

 

LHammonds

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Rather than trying to create a new version of the creature with a new texture, why not start off as it being just a retexture or more specifically a replacer.

 

All you need to do with a replacer texture is make sure the texture is in the exact same path and has the same filename.

 

I assume you know how to convert a DDS file but in case you don't, here is a quick overview:

 

  • Open the DDS with Paint.NET (it has built-in support for DDS)
  • Save the image to PNG to open in another editor or save it in PDN format which is proprietary to Paint.NET so you can utilize multiple layers and such.
  • Once you are done making your changes, save the image in the proprietary image format of your editor (this is your "source" file), then export it back to DDS format.
  • In Paint.NET, that is a simple matter of clicking File, Save As and picking DDS. Then choose the appropriate compression settings (DXT1 vs DXT3 vs DXT5 with or without MipMaps enabled)

 

Ok so in regards to placing the texture in the same path, would that be the same directory as it appears in the BSA browser in FOMM? I am using Gimp with the DDS plug-in and save my DDS files as DXT5 with mipmaps. Would I be saving the file into fallout new vegas\data\textures?

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Ok so in regards to placing the texture in the same path, would that be the same directory as it appears in the BSA browser in FOMM?

Yes.

 

Would I be saving the file into fallout new vegas\data\textures?

Yes.

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  • 2 years later...

this is an old thread but i sure hope someone responds..i have the same problem in the opening post...

 

"I have made a new texture, added it to the nif model of the creature but when I add it to the GECK the stance is different, all animation data disappears and when I try to place it in the render window there is no physical data to drag it around and it is pretty much a none entity in-game. Saying this I am new creature alteration and have searched all over for tutorials but there is nothing on the net that is easily accessible informing people on how to retexture creatures"

 

But i dont want to make a replacer i want to make a new creature..and eventually make my own meshes and import them as well..I have also scowered the internet looking to no avail..if you know of a good detailed tut on the geck side of the process..that would be fantastic.

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It is quite easy. I'll do this from the start to help others who haven't made the texture yet.


Install:

FOMM

Paint.net

NIFScope

GECK


make a copy of the BSA the current model and texture. Place this copy(s) in another path, not in the game folder.


Click on the BSA and unpack it in to your work folder.


Make your own copy of the relevant files in a data folder. For example:


\Data\meshes\Creatures\Dog

and

Data\textures\creatures\Dog


Place the current dog files in the above.


navigate to the DDS file and unpack it with paint.net. Save it as an uncompressed TIF. Edit the TIF in your favorite paint program. Save it (remember uncompressed)


Open the texture in paint.net and save it as a DDS. I suggest dxt1, Iterative Fit, perceptual, create Mip Maps, Super Sampling as your settings in Paint.net.

DXT1 is more compressed and easier on the system. They load 5-10% faster and typically take half as much disk space. DXt3 is better for very objects with a very contents while dxt5 is better for objects with soft edges (like clouds, or similar).


copy your edited DDS file to the textures folder.


next rename both DOG folders to something else.... such as FIDO or Doggy, or whatever you feel like. My suggestion is you use unique intitials to reduce the possibility of conconflict. In my case I use BL so I might name the folders BLRover.


Right click on the NIF and select open with niftools.

Expand the top node, typically something like NiNode within it you will see a number of numbered NiTriShape folders. Each of these typically has texture informaton and each must be check.

The path is 1 NiTriShape\ 3 BSShaderPPLightingProperty\ 4 BSShaderTextureSet

then in the botton window you will see a purple triagle/arrow TEXTURES, expand that and then double click to edit to the new path to your edited DDS. Do not rightclick and navigate to it as that stores your full path name and the game is not always installed in the same path on all systems. Just edit it so it starts with textures\ etc.


Saveas at the top and it's of to the GECK for the final step.


Open the GECK, uncheck all unneeded ESM files, select falloutNV.esm

wait while it slowly loads.

click on the DISK icon at the top (save) when saving you will select the name of the ESP which will hold your modified/unique object.

Navigate to the object you want to have a new texture for.


Right Click and select EDIT.

Give it a new ID and Name. ID is used in GECK, Name is used in the game.

Change the NIF it points to and click on OK. Save your ESP. Place it in game (save again) and test it in game.
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