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Unique Textures - Help Me Help Myself, just need a quick "how to&#


chocolambot

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A nice user posted an answer to my question about making unique animal species (like a black rabbit species that will live alongside the brown ones).

 

He posted this tutorial on my personal message board, but I'm still a bit stumped...

 

Lord Banewrath Sunblade

 

I had a simaler topic that was never answered but I found out how to do it. Open up your cs and go to the armor addon section just under armor and look for the id nakedhareAA

you can duplicate it to nakedhareAAblack, brown or whatever. In that namedhareAA you can assign a new nif under the biped model box. You just extract the rabbit model from the bsa and apply your textures to it and save it like rabbitbrown, rabbitblack or whatever you name them.

 

Now that you have your textures rabbit models created and made a new armoraddon for each color. Open up the rabbit in the actor section and duplicate enchare and rename it whatever you like. Then open up a duplicate and right smack dab in the middle youll see a skin dropdown box that allready has skinHare selected. On your duplicates you can adjust that skin box and select the new skins you make in armoraddons.

 

Then find the lvld creature list that contains the rabbits, A good way to find this in rightclicking the enchair and selecting useinfo, you will see two ambient creature lists, double one in the useinfo window and click one of the rabbits in the list and select new and it will duplicate it. then select the new rabbit and use the dropdown bow to select the color rabbit you want to add. Then save it. you will do the same for the other ambient list too.

 

Can anyone please elaborate on the underlined portion? I HAVE the texture files already done and once I work this out I can release the mod. I just need to know EXACTLY how to do the underlined bit in the CK or however you are meant to do it.

 

I really don't want to be an "ideas man" modder so the more I know, the less I will rely on other modders to make this game great and maybe give to the community :D

 

Thankyou so much for any steps you can show me to help me figure this out.

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in the CK .. misc/texturesets .. make a new one .. give it a unique ID .. set the texture/normal maps then save .. reload the rabbit nif file but right after you select the file location you will see a list of materials in the model data menu .. double click and find the new texture set you made .. bingo .. new texture set for the same model.
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in the CK .. misc/texturesets .. make a new one .. give it a unique ID .. set the texture/normal maps then save .. reload the rabbit nif file but right after you select the file location you will see a list of materials in the model data menu .. double click and find the new texture set you made .. bingo .. new texture set for the same model.

 

thanks, but thats still confusing/ I make a new one, then say call it "rabbit black" then how do you set texture/normal maps? I have a texture called "rabbitblack.dds" do I just click that and press ok?

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you need the normal map too .. that "rabbitblack.dds" goes under the diffuse map options .. open the game bsa file and find the original rabit normal map .. you dont need a new one since it doesnt effect color .. only shape..err.. not shape.. but the look of shape .. I dont wanna go threw a crash course with normal maps here .. just know that your need one .. it will most likely be called rabbit_n.dds "n" would be for normal map .. might be rabbit_msn.dds too .. there are other options too .. but dont bother with them .. thats for more advance materials like metal or glass. Edited by jedimembrain
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