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Did I do this right or is the world going to end?


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In Nifscope I edited this 'string index' to make it blank so that I could do things the 'good old fashioned way' instead of setting up a material.bgsm to re-texture an item. Yes I know that the materials way makes for a smaller file size as you don't have to included the mesh...but still.

 

What I need to know is will this cause any kind of issues? I am sure it won't but I am paranoid today and want to make sure that this is the right way to remove materials from a mesh so I can freely apply my own texture like we did in Skyrim...

 

http://i110.photobucket.com/albums/n99/Shezrie/NiftyScope_zpsff4gmx8e.jpg

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Thanks for the answer, Ethreon! :smile:

 

It seems to work just fine in game, the textures revert to the traditionally listed textures rather then using the material.bgsm. So I can change the textures in Nifscope and save the mesh, rather then having to set up a material.bgsm.

 

To answer your question koiwe I am having trouble with static mashups when placed ingame the material.bgsm on the original item covers everything. So say I have take a basket in Nifscope and I add a stack of mutfruit to it. In game the material.bgsm for the basket will texture the mutfruit as well. It is annoying.

 

I am no expert by far, doubtless there are many others with much better ways to do this...but right now removing the material in Nifscope seems to do the trick.

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Thanks for the answer, Ethreon! :smile:

 

It seems to work just fine in game, the textures revert to the traditionally listed textures rather then using the material.bgsm. So I can change the textures in Nifscope and save the mesh, rather then having to set up a material.bgsm.

 

To answer your question koiwe I am having trouble with static mashups when placed ingame the material.bgsm on the original item covers everything. So say I have take a basket in Nifscope and I add a stack of mutfruit to it. In game the material.bgsm for the basket will texture the mutfruit as well. It is annoying.

 

I am no expert by far, doubtless there are many others with much better ways to do this...but right now removing the material in Nifscope seems to do the trick.

Did you make sure all BSTrishapes are named different and use their own material?

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Well, I did use different material files in one .nif file. I could use only one, since it is the same texture. The problem was, bgsm files are also used for environment maps. For example in my case. I use only one texture for the grip of a gun, but two material files for the material. One bgsm file for the grip plastic and one for the screws and metal parts.

Edited by koiwe
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