Jump to content

Custom textures.


Recommended Posts

The mesh is the 3d model the game uses they are in .nif format, where the texture is the skin for the mesh (.nif) and are in .dds format.

 

You use Nifscope or 3dmax to view and edit .nif's (Well nifscope is somewhat limited compared to 3Dmax when it comes to editing but it's free and easy to use for viewing meshes)

 

You use Gimp, Paint or Photoshop to edit the textures .dds files

 

The material files (.bgsm's) are what tells the game which .dds file gets applied to a .nif file (Keeping the explanation simple for now.)

Link to comment
Share on other sites

The mesh is the 3d model the game uses they are in .nif format, where the texture is the skin for the mesh (.nif) and are in .dds format.

 

You use Nifscope or 3dmax to view and edit .nif's (Well nifscope is somewhat limited compared to 3Dmax when it comes to editing but it's free and easy to use for viewing meshes)

 

You use Gimp, Paint or Photoshop to edit the textures .dds files

 

The material files (.bgsm's) are what tells the game which .dds file gets applied to a .nif file (Keeping the explanation simple for now.)

 

Thank you. I'll give it a go. Only need to try and change the texture really.

 

Appreciate the help :smile:

Link to comment
Share on other sites

Still battling, if anyone can help please. Tried creating a new texture in GIMP, and can't get it into the CK. Added as a separate .DDS file, and also as a replacement, but no luck. Using GIMP, so not sure if I'm exporting it incorrectly.

 

I'm not exactly sure how to correlate the texture against the object in game while using Material Swap.

 

Are there any step-by-step tutorials out there for creating new textures?

 

Any help would be appreciated.

Link to comment
Share on other sites

When you make a texture replacer and want it to overwrite a vanilla texture, make sure your filepath directories are spot-on. So for example, if the texture is a replacer for the Road Goggles, make sure you create folders in the subdirectory textures>clothes>piper>PiperGoggles_d.dds

Any mistakes will not let the texture replace that which exists in the .ba2 and won't show up in-game.

 

When making a standalone texture, you need to make a copy of the material file which the .nif uses, which tells the .nif which texture to use, and place that copy in your materials folder. Give your new materials file a new name, and this time I also suggest making a new folder and keeping all your custom materials in that folder. (Also, the textures you make you should keep in a custom folder in your textures folder.)

In Materials Editor, you simply assign the asset a new diffuse .dds (the one you made)

 

http://i.imgur.com/3NbEQre.jpg

 

Then in the CK, you edit the model, remember to give it a unique form ID, as others mentioned, select custom material swap and the replacement material you point to your new materials file you created.

 

http://i.imgur.com/19RXGvG.jpg

 

Hope that helps!

Edited by RaffTheSweetling
Link to comment
Share on other sites

  • Recently Browsing   0 members

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