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Using Resource for Custom book covers- 3d Inventory Art


LvxMagick

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So I'm making a book mod and I downloaded axhoff book cover resource, it allows me to use the world 3d model but when I'm in creation kit it won't allow me to use the textures for the 3d inventory model how do I get it to be able to select a inventory art image it doesn't allow me to select the .niff from the downloaded resource, it only hhas a list of ingame items or textures how do I add the resource to ingame textures?

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I'm not familiar with using the texture selection in creation kit. The way I've always done things (for better or for worse) is to extract the mesh into your data folder. (Make it follow the same file path that it did in the .bsa, so for armor, it might be data > meshes > armor > steel...) Once you have the mesh extracted, open it with nifskope, expand each NiTriShape, until you get to the texture set. Then, at the bottom, you should have 2 or more textures to choose from. Commonly the first is the diffuse map, the second is the normal map, and then cubemaps and speculars usually run a few spaces down from there.

 

Right click on the first one, > texture > choose , and it should bring you to your file explorer, where you can choose from the textures you've downloaded (assuming they're in the right .dds format). It should appear on the item, once you select it. Then, right click on the next one (normal map) and apply the _n texture to it. Go from there. If it looks mottled or patchy, it's the wrong texture, and is mapped for some other mesh. If you forget the normal map, the book will look like a book in game, but will be very shiny, almost plastic in appearance.

 

It's best to put your meshes and textures into the correct file path, in the data folder, before you start this. The mesh folder file path matters more than the texture one does. (ie: if you're retexturing iron armor as a replacer, it needs to be data > meshes > armor > iron, but as long as the mesh knows where to look for the textures, the texture file path can be custom, data > textures > MyNewCustomArmor, or whatever.)

 

Once you have that set up, open your book form in creation kit, find the edit button for the model, and use file explorer to select your newly-textured meshes. It will tell the game to look for them in the new file location, and will run from there, until/unless you make a .bsa later.

Edited by thumbincubation
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Ok, I figured it out lol, now they show up in the world, I had to make a static object first to retexture but the problem now is when I drop the books they float in mid air and you can walk through them with no collision without the option to pic them up again.. I'm so sorry for all the questions but I'm almost done and I'll give you credit for helping me figure it out.

 

 

so how do I make them have physics and collision and the ability to pick them up?

Edited by ccoo84
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