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Question about mesh-texture relationships in geck for clothing


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Howdy,

 

Im making a mod with an npc. i have given him unique armor, weapons, look etc...

 

He currently has a chinese stealth suit that i have renamed and is unique. I created its own attachment id and removed the helmet. I gained permission from a modder who made a re-textured chinese stealth suit to use his re-texture in my mod. His re-texture did not replace the original, but was placed in the game.

When i go to edit the visual section of the suit to replace the texture, im only offered the meshes folder. I've re-created the file paths for the textures, and the single nif in the mesh even though i dont think that was part of the re-texture, and it does not show up. The nif i believe is part of something else in his mod.

 

Does anyone reading this know what i need to do to add this texture to this particular armor item for my esp?

 

any help would be greatly appriciated

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You need to create a "textureset" near the bottom of misc category, just above special effects.

 

Create one like you would any new entry under a category give it a unqie ID name, them select defuse under maps then add the new texture for the armor under the texture(edit box). The select Normal/Gloss and do the same for texture edit, though this time select the texture with the _n prefix at the end.

 

Press ok open up chinese stealth suit, go to mesh select and on the left panel is a list of different names relating to parts of the mesh used double click on them and a list will appear to select from, this is the texture sets, scroll down till you find you new one you created and select it, repeat for any parts of the mesh needed.

 

PS do NOT do skin or meatcap/bodymeat ect, they deal with the decapitation and dismemberment.

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