Jump to content

Meshes and Textures


Edgecution

Recommended Posts

Ok. When I look for meshes, whether through the GECK or through Windows Explorer, the only meshes find are ones I've added for mods. Like if I want to change Boone's recon assault to armor to a suit of Ranger Combat armor, I edit the male bipod model, I click edit under Model File Name, and look for the armor, I find the folder I think it should be in, and all I find is the female version, which I added with BNB Body and Armor Replacer. Its the same in every folder, no matter what armor. All I see is the female version, added by BNB. I know that they're somewhere because they show up in the game as normal. Similarly with textures, I can only find ones that I've downloaded as part of mods or that I've made myself (by editing the ones I've downloaded). Also, when I go to change a texture, I can't browse for textures like I can for meshes, only select from the list.

 

Now on to the meat of the reason for this thread:

1. Why can't I see these files/meshes/textures?

2. How can I see these files/meshes/textures?

3. How do I either browse from folders or add items to the list of textures?

Link to comment
Share on other sites

The meshes and textures are store inside the BSA files inside the data folder, IE "Fallout - Meshes.bsa" and "Fallout - Textures/2.bsa" so they either need to be extracted to be selected and changed with GECK like lose mod files or use something like FNVEdit to edit the paths to what they would be if they were extracted.

 

Use FOMM and Tools>BSA browser to browse/extract the files.

Link to comment
Share on other sites

Thank very much, Old hand. That solves everything but one problem: How to I apply textures I've made? The only way I've figured out to do it so far is to edit one already on the list of textures, and the problem with that is that is gets used for every instance of that texture.

 

EDIT: Also, where should I extract the textures/meshes? Into the texture/meshes folders, respectively?

Edited by Edgecution
Link to comment
Share on other sites

You can edit the nif (mesh) file manual;y or create a new texture set and select a new one in the preview window in geck, just double click the name lists to apply them to certain sections in geck. On were to place the textures, yes they should go inside the data folder like normal mods, but personally I would reccomend extracting to a temp location and make an FOMOD of the textures so you can remove easily in case you use and texture replacers you don't want to permanently overwrite.
Link to comment
Share on other sites

No. I mean... I already know how to apply textures that are already in the list. I am asking how to add textures to the list. I am sorry if I am not being clear.

 

If I put the textures in the textures folder, they don't show up in the list. I tried to make a hunting rifle that looked like cherry wood for a unique rifle for Boone. I edited the original hunting rifle texture and saved the new cherry wood one in the same folder as the original, but it doesn't show up in the geck.

 

EDIT: never mind. I figured out that you can find a texture in the geck, pick the new one you want, and save it as a new form.

Edited by Edgecution
Link to comment
Share on other sites

Oh you have to create a new texture set.

 

The diffuse is just the normal .dds texture and the normal/gloss is the _n.dds file (normal map)

Link to comment
Share on other sites

Apart from not getting light effects (like shinybright or glowmaps) you would loose normal map. What it does is adding a false 3d texture, ie. rivet heads or keys on the keyboard look like sticking out instead of being painted on the surface, scratches are deep instead ob being paint marks etc.

Look at the _n texture: pink surfaces are 'higher' while blueish are 'deeper' on the mesh.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...