prometheos Posted November 1, 2007 Share Posted November 1, 2007 It's been a while since I've viewed textures, but once you've opened NifScope and have the flame Atronach mesh loaded, you should be able to open(expand) the nodes until you find a relative path name to the dds file that contains the skin texture. As for the flames, I believe that those are spell effects and are assigned to the Atronach as an Ability. However flame effects may also be added as a scripted effect using the functions "AddFlames" and "RemoveFlames" in case that was your desire.:) Link to comment Share on other sites More sharing options...
Avoozuul Posted November 1, 2007 Author Share Posted November 1, 2007 As for the flames, I believe that those are spell effects and are assigned to the Atronach as an Ability. However flame effects may also be added as a scripted effect using the functions "AddFlames" and "RemoveFlames" in case that was your desire.:) what i meant wasn't the flame spell effects but the texture glowing effects on the fire skin (not armor) there is up to 16 flame.dds for the body lava/fire skin(flame01.dds to flame16.dds) when i was coding i accident changed the mesh tris as well and ruined the nif file Link to comment Share on other sites More sharing options...
prometheos Posted November 1, 2007 Share Posted November 1, 2007 OK. You'll find the actual skin in a .dds file. The .dds file that is referenced by the .nif file is located in a "node" in the .nif file data structure. To access this name you'll have to "drill down" through the data structure until you discover a "relative path name" to the Atronach's actual skin .dds file. Once you've opened the "node structure" with the NifScope editor, you'll see what I mean. However, when you first load up the .nif file, the data structure is likely collapsed into a single node. If you click on the tiny box at the beginning of the node, then that node will expand, revealing sub-nodes. Continue expanding the nodes until you find the name of the .dds texture file you're looking for.:) EDIT: I've just looked up the two texture filenames that the Flame Atronach uses.textures\creatures\flameatronach\FireAtronach.ddstextures\creatures\flameatronach\flame01.ddsI hope that helps.:D Link to comment Share on other sites More sharing options...
Avoozuul Posted November 1, 2007 Author Share Posted November 1, 2007 if i open the flameatronach.nif i notice when play on the animation was on the flame skin texture was scrolling on the model, i already understand about sub nodes and such its just that it blends all 16 flame dds's together and some how glows yellow, i need to know how to code the flame skin on the other models the same as it is on the flame atronach Link to comment Share on other sites More sharing options...
prometheos Posted November 1, 2007 Share Posted November 1, 2007 Oh! - you're talking about the "animation effects". I believe the animation is built into the .nif file structure by referencing a series of texture .dds files. To duplicate this animation effect, you'd need to replicate the exact same structure in your "new" nif file. Having never done this myself, I can't offer precise advice, however, if I was to do this, I would examine every detail of the meshes\creatures\flameatronach\flameatronach.nif file and make copious notes. Then I would attempt to create my own flamecreature using all the same parameters that I found in the original. If you are successful, you'll have an animated skin effect that will be quite interesting, particulaly if you adjust the colors into the red hues or the purple hues. It would be quite unique as a playable race.:) EDIT: Having looked into this a bit deeper, I completely forgot about the significance of the .kf animation file. This is the actual file that the Game Engine uses when it is creating animation effects. So, when a .kf file is part of an object's mesh/texture collection it may be used to contol which of the textures it will use at that time. So, this also brings up the issue of how to make another object use the FlameAtronach animation texture sequence. It can be done using a script and the animation functions like "PlayGroup <GroupName> <flags>". However, I've only seen this sort of thing used on NPC characters and creatures and so I'm unsure how to successfully apply this technique to the Player Character. My best guess would be to run a quest script which always runs, and use the explicit Player.Playgroup <GroupName> <flags>. But this would need to be tested first. It also occurs to me, that since the .kf file is named in the .nif mesh file, that the animation might be automatically sequenced. I'd need to experiment with that idea as well.:D Link to comment Share on other sites More sharing options...
Avoozuul Posted November 1, 2007 Author Share Posted November 1, 2007 Oh! - you're talking about the "animation effects". I believe the animation is built into the .nif file structure by referencing a series of texture .dds files. To duplicate this animation effect, you'd need to replicate the exact same structure in your "new" nif file. Having never done this myself, I can't offer precise advice, however, if I was to do this, I would examine every detail of the meshes\creatures\flameatronach\flameatronach.nif file and make copious notes. Then I would attempt to create my own flamecreature using all the same parameters that I found in the original. If you are successful, you'll have an animated skin effect that will be quite interesting, particulaly if you adjust the colors into the red hues or the purple hues. It would be quite unique as a playable race.:) yeah but the only problem is mistaking mesh node settings for texture node settings and the fact of adding them to different kinds of meshes i just wanted to make the race as close enough to the flame atronach since other people have tried harder methods of using the exact same atronach model without the thought of improvising instead, cause once i've done it i can add the flame atronach armor mod and whoa la a playable flame atronach(i could also try to seperating the hair form the flameatronach model and making it a hair style but i can't) off topic(did u just become a vetern poster) Link to comment Share on other sites More sharing options...
prometheos Posted November 1, 2007 Share Posted November 1, 2007 EDIT: Having looked into this a bit deeper, I completely forgot about the significance of the .kf animation file. This is the actual file that the Game Engine uses when it is creating animation effects. So, when a .kf file is part of an object's mesh/texture collection it may be used to contol which of the textures it will use at that time. So, this also brings up the issue of how to make another object use the FlameAtronach animation texture sequence. It can be done using a script and the animation functions like "PlayGroup <GroupName> <flags>". However, I've only seen this sort of thing used on NPC characters and creatures and so I'm unsure how to successfully apply this technique to the Player Character. My best guess would be to run a quest script which always runs, and use the explicit Player.Playgroup <GroupName> <flags>. But this would need to be tested first. It also occurs to me, that since the .kf file is named in the .nif mesh file, that the animation might be automatically sequenced. I'd need to experiment with that idea as well.:Dyeah but the only problem is mistaking mesh node settings for texture node settings and the fact of adding them to different kinds of meshes i just wanted to make the race as close enough to the flame atronach since other people have tried harder methods of using the exact same atronach model without the thought of improvising instead, cause once i've done it i can add the flame atronach armor mod and whoa la a playable flame atronach(i could also try to seperating the hair form the flameatronach model and making it a hair style but i can't) It's a tough but intriguing problem. If you get any degree of success on this, I know the community would hail you as a god. There are certain things I've steered clear of, because I couldn't afford the time it would take. Many parts of modding Oblivion have a fairly steep learning curve. However, once a technique is learned it continues to earn modding currency, because it opens up dozens of new modding ideas that can then be visualized. off topic(did u just become a vetern poster)100 posts on this forum is a veteran!!! Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 1, 2007 Share Posted November 1, 2007 Just seeing if I have this right... You're taking a standard NPC nude body and applying the flame atronach textureing to it?You're taking a stancard NPC hair and doing the same? There are a few problems for this from a race standpoint. First, the UVW mapping on body meshes is very different from what the atronach body uses. Even though the texture we're working with is flame01, which has no specific regions setup for each of the body parts, the resolution of the texture probably isn't high enough to look like anything other than an orange blob. As for applying it to anything, starting within the Flameatronach.nif (might want to enable "block list" and look at it in "hierarchy" so that you can see how things are connected), grab the branch starting at 1 (block > copy branch). Then within the same nifscope window, open the body part. Insert the whole branch into that nif (block > paste branch). This should add the nitrishape, nitexturing property, nimaterialproperty, and some other stuff. What we are concerned about is the nitexturing property and it's children (niflipcontroller (and children with all those flame textures) and nisourcetexture). Write down the numbers for the nitextureproperty, nimaterialproperty, and nialphaproperty. You'll now want to expand the ninode for the body part. Under properties for that body part, this is where you need to link those textures and materials. You may need to change the num properties to 3 (and array > update on properties) to get the alpha property linked. Change the numbers under properties to those numbers you wrote down. The order isn't important, just make sure it's showing the right thing. Once you're done with that, find the branch containing the atronach body, and delete the branch. If you linked the textures right, those nodes should remain. I havn't actually tried this, but it should work. Just be sure to change the materials to something else since "skin" will always be overwritten by the skin defined under race. The face however might be a bit difficult. Link to comment Share on other sites More sharing options...
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