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Graphics Modding


throttlekitty

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Initial decode done! All files are loadable in NifSkope now.

Most all the new data is 'Unknown' for now, and there's areas that are certainly not correct. Next step would be to change values and load the game, see what happens. Here's to hoping the Creation Kit still has the scene graph viewer, that would make life much easier.

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@ throttlekitty,

 

Thanks a lot for your time and efforts! :)

Waiting patiently for a blender import/export script and a guide for idiots. ;p

 

There seems to be a lot of armors with overlapping sections on UVW maps so it limits what you can retexture.

There shouldn't be any overlapping UV's. The default textures would clip.

If they do, due to having multiple layers, then the UV's could be split up using a 3D program.

If you tell me which nif you want to work on, i could take a look and give you the split UV's for it.

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Yup other work flow is better than mine:

 

Mini tut:

 

1: Delete all the crap in the skeleton.nif that isn't F3 stuff, I just wiped those 2 trees at the bottom, leaving the regular skeleton data and the bones themselves. Change user versions 1&2 to 11 and 34. save.

 

2: Import into max. Make outfit. skin. add dismember. Export as a F3 nif.

 

3: Open in nifskope. In this order: In the Nitrishape block details change the num of properities to 0. THEN change the user versions from F3 to Skyrim versions.

 

4: Open a skyrim nif, copy branch your NitriShape and paste into the root node. steal one of the shader blocks and hook it up to your nitrishape in property link 1. change Unknown Short 1 to 0. change anything in the BSDismemberSkinInstance partitions to match what ever it is.. or not.

 

5: Profit. http://www.skyrimnexus.com/imageshare/images/209926-1321960294.jpg

 

I did it slightly differently than that, I actually unlinked the dismember block from my nitrishape before pasting, pasted it separtely, and linked it back up on the other side.

 

Now I THINK you can actually just export from max and just fiddle with the data in nifskope and no need to copy pasta anything, the only thing that is goofy is the BSLightingShaderProperty, which is the only thing I really needed to use from a vaniila nif.

Edited by Ghogiel
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Right now I'm having a bit of trouble with nifskope. I'm currently doing a few retextures for stuff that I plan to add via the CK. The textures are done, but I'd like to view them on the models in nifskope. I *think* I'm using throttlekitty's latest xml, not sure though. I've set the version to 20.2.0.7. The models load fine but I can't get the textures to show. I don't know if it's that the texture renderer isn't sorted yet, or just me doing it wrong. Any help would be greatly appreciated.
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