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JPArtwork

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Having finished the model and textured it in Max, I exported the file (a castle) as an NIF file. I also converted the texture maps into DDS files including their normal maps.

 

I used FO3 to export every file from every BSA file in Skyrim into the /data folder.

 

I opened the NIF model into NifSkope. I can see it. However, there are a bit over 30 NiTriStrips. It is at this point I'm completely stuck on understanding the alchemy of NifSkope. I figured geniuses on here would know.

 

1. I can't get my textures to load onto my model in the viewport.

2. What are the steps necessary for me to prepare the NIF to be brought into CK?

3. How do I get CK to recognize the files?

 

I made a new folder within /data/meshes/architecture/castle as well as a /data/texture/architecture/castle, but the NIF and DDS files placed in there aren't getting loaded when I load up the Skyrim data file in CK.

 

I feel like I'm totally over my head on getting the Max file into Skyrim because there is such a lack of tutorials and guides online showing a step-by-step.

 

All I keep seeing are "I'm going to show you how to take an existing daedric sword, move 2 vertices, and then get it int Skyrim." It hardly fits the need for architecture.

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No tutorials cause CK is a fresh release. The only thing you can do is looking for ck official tutorials and try to understand the software logic, this how people do tutorials.

 

For what I understand, most of contructions are made of severals nif files, in Ck everything is made like lego.

 

Don't worry sombody will figure it out and will share a tutorial about it. Thank to this person.

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No tutorials cause CK is a fresh release. The only thing you can do is looking for ck official tutorials and try to understand the software logic, this how people do tutorials.

 

For what I understand, most of contructions are made of severals nif files, in Ck everything is made like lego.

 

Don't worry sombody will figure it out and will share a tutorial about it. Thank to this person.

best way is to test a box like i did

 

do a box in 3dsmax

export it as a nif, make sure u got vertex colors click, export

 

now in nifskop open your mesh u made

then open a new window

then open a skyrim mesh that fits your mesh with how many mesh u got in your mesh

ex. i got a mesh i made it got a roof and a building, that would be 2 mesh, most will have 1 texture per mesh

on your model u made, look for nitrishape data, then click block, then copy

go to your skyrim mesh then look for nitrishape data then click block, then paste over, it will replace your skyrim mesh

 

i had a building that had 4 meshes into it, i took skyrim tower, it had 6 nitrishape, but only needed 4 , so i

click block removed branch for the meshes i didn`t want in my mesh, simple, then export it as a new name

 

also make sure vertex color in nifskop is yes and not no, as the textures will be black

Edited by mjy
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