huntsman2310a Posted October 12, 2011 Share Posted October 12, 2011 hey guys I have a couple of questions I would like to ask. --------------------------------------------------------------1. What are the other NIF files in a item's mesh folder for? 2. What are the other DDS files in a item's texture folder for? ---------------------------------------------------------------1. How do I set up my mod to be put in game (mesh folders, textures etc) 2. How do I change the path of a meshs texture in the GECK? --------------------------------------------------------------- And finally last but not least. If I add things to a vanilla armour, making it a variant. Will the Textures for that Mesh still work? or will they only cover the original vanilla area of it? I apologize if my questions seem a bit vague, but I'm having a little trouble wrapping my head around this. Link to comment Share on other sites More sharing options...
FavoredSoul Posted October 12, 2011 Share Posted October 12, 2011 This may help a bit: A1:Every single *.NIF file inside a given folder equates to a complete, and unique 3D object. For example, in the meshes folder for JUNK, you've got things like sugarbombs.nif and bookchinesearmy.nif. As you can see by the filename, each mesh is clearly unique and identifiable. Armor is different. You'll be seeing *.NIF files like outfitf.nif, outfitm.nif and go.nif. Files which share the same name usually mean that it's the same object, but it has a slight or major variation to it. For example, outfitf.nif and outfitm.nif will be the same piece of armor/clothing, but one is the female version, and the other is the male version (hence the f and the m). go.nif on the other hand is what's called a Ground Object (hence the g and the o). Only armors and weapons will have ground object versions. If the m and f versions correspond to how the armor looks when equipped on males and females, then the GO version must be how the armor looks when NOT equipped to a character. See for yourself by opening your pipboy and throwing your armor onto the ground; its neatly folded up. Weapons are different. Weapons have animations. Therefore two versions are desirable. It's a waste of resources to have the game load a model that has animations (larger file size) if these animations aren't going to be used. Therefore, the game will load the animated version when its equipped in your hand, and revert to the non-animated version when its lieing on the ground. A2:Every object has at least 2 texture files. One is the color / diffuse map (the aesthetic skin of a 3d object). The other is the Normal Map, distinguished by the "_n" addition at the end of the filename. Another possible texture you may see in any given folder is a Glow Map, distinguished by "_g". They each have their purpose; do some light reading on google if you don't know what these maps are / do. Unless you plan on creating your own custom objects, or intend on modifying existing objects, you don't need to bother yourself with the particulars of these files. A3&4:You probably have less than a 0.01% chance of having someone come along and hand walk you through the ins and outs of the GECK. This is because there are countless wiki resources and youtube video tutorials out there that have answered questions like these already. A5:The answer to this question depends entirely upon what you're doing to this vanilla armor to make it a variant. Generally speaking, what you see in the modelling program is what you'll get when viewed in game. If it looks messed up, it'll look messed up, if it looks fine, it'll look just as fine (Assuming that your mesh has been properly exported and prepared for use in the game of course). Link to comment Share on other sites More sharing options...
huntsman2310 Posted October 12, 2011 Share Posted October 12, 2011 this......is the most simple and spot on explanation I've seen all year! Thank you! Link to comment Share on other sites More sharing options...
Recommended Posts