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Problems in Retexturing


Leodoidao

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Hi folks, I managed to change the texture of creature (Shambles) in Nifskope, but when I tried to add the new mesh to the game by changing the .nif, the CS warned: "Actor Test ShamblesFUll needs to have a skeleton"... I know how to change the texture of a .nif file with nifskope, but how do I add my retextured creature mesh to the game? Do I have to create a file with ALL .nif and .kf meshes because of the texture? :confused:

 

Now, another problem: I have been learning how to model objects with Gmax, but when I try t when I try to add a texture to the .nif by clicking on that purple flower (texture property) and choosing the texture, Nifskope just does not add the texture to the mesh, no matter how hard I try. In already-existing meshes i am having no problems in changing texture, but in my modelled objects (successfully converted to .nif) it just does not work... is it easier to do it with 3DSmax? Have anyone here used GMax?

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Hi folks, I managed to change the texture of creature (Shambles) in Nifskope, but when I tried to add the new mesh to the game by changing the .nif, the CS warned: "Actor Test ShamblesFUll needs to have a skeleton"... I know how to change the texture of a .nif file with nifskope, but how do I add my retextured creature mesh to the game? Do I have to create a file with ALL .nif and .kf meshes because of the texture? :confused:

 

Now, another problem: I have been learning how to model objects with Gmax, but when I try t when I try to add a texture to the .nif by clicking on that purple flower (texture property) and choosing the texture, Nifskope just does not add the texture to the mesh, no matter how hard I try. In already-existing meshes i am having no problems in changing texture, but in my modelled objects (successfully converted to .nif) it just does not work... is it easier to do it with 3DSmax? Have anyone here used GMax?

The skeleton issue is either because you have the nif containing the retextures in a different folder from the shambles, or you havn't linked the skeleton to the creature in the CS. Unless you made alot of mistakes when retexturing.

 

As for new meshes, they need to have their UVW maps set before exporting. In GMax and 3dsMax objects which are created don't naturally have any mapping coordinates setup, you usually have to set these up on their own. I'm not too familar with GMax, but there should be a modifir "UVW mapping" and "unwrap UVW" both have their uses. There should also be a check box to handle UVW mapping when the object is created, but these usually aren't of much use. If GMax doesn't have unwrap UVW, you may need to use the UV editing tools in nifscope to make it work.

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THE SHAMBLES ISSUE: Well, I think that is the problem. But the shambles meshes are compressed in the BSA format, so let´s see if I got it: I have to extract ALL meshes related to shambles and put them with my retextured-niff in the same folder in order to test it, is it?

 

GMAX ISSUE: Gmax has a plugin that saves modelled objects as NIF, without the need to import. But I think I should have paid attention to the UVW maps. I don´t remember if there are UVW unwrap features in GMAX. Do you know any useful tutorial do create 3d objects and add textures?

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