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Help: Creating a new shield with different textures


Smig

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Let's say I want to create a new shield with the wooden shield as the 3D object. I could copy it, but how do I know what textures it's using? If I open the edit window, I can't find any box that would let me choose the texture I want to use. There's only the path to the nif file.

 

I was looking at the ArmorGuardShieldRiften for instance. If I open the textures bsa, I've found the "textures\armor\stormcloaks\riftensymbol.dds", which is what should be drawn on the guards' shields, but opening it on GIMP, shows only the symbol and the background paint, the actual shield textures are not there. So, I assume that the ArmorGuardShieldRiften has a base texture for wooden shields applied, and only then, the symbolriften.dds is applied on top of them.

 

As you can see, I'm confused in the way textures are linked with models to create the objects in the CK and how to modify those values. I've seen some tutorials but they don't tackle these doubts so if you can shed some light over this or point me in the right direction, I'd be very grateful!

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You could download NifSkope (a version that works with Skyrim like 1.0.0-rc4 - download link in the info box of my signature tutorial) and open the NIF the form in CK points to...in my tutorial (part 3, 'bout 07:00+) i show how to change textures as well, there you can see where the texture paths are located. Edited by ghosu
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The actual texture for the shield is directly attached to the model. You can open the shield model in NifSkope. You'll find the textures under NiTriShape>BSLightingShaderProperty>BSShaderTextureSet.

 

Only the Solitude symbol is attached in the CK (you find the symbol texture defined in a TextureSet entry).

Edited by No_Aardvarks_Allowed
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Thanks a lot for the info. I'm still not clear about this though. I identified and opened the shield model used by "ArmorGuardShieldRiften" in NifSkope and indeed, the base shield texture is there. The texture with the Riften symbol isn't there though and, because this model is shared by all wooden shields, I guess it couldn't be. So it must be the CK putting the symbol on top of the model.

 

I looked around the CK and found the TextureSet records, as you mentioned. Oddly enough, there's no texture set for the Riften Shield (at least not with an easy identifiable name) but there is one for all other holds' shields.

 

Now, opening the TextureSet "CWShieldWhiteRun" shows the symbol texture defined. If I check the "Uses" column on the Object Window, it shows 2 uses. If I open the "Use info" of the texture set, I see that one of them is "ArmorGuardShieldWhiterun". This makes sense, the nif is the base wooden shield and is linked with the base wooden texture. Then the CK takes that nif, with its texture, and applies the symbol on top with the Texture Set. How is this linked in the CK though? I can't find a way to link the Texture Set to the actual record of the shield nor vice versa.

 

To be clear, all I want to do is a new shield with a new symbol, so I'll want to use that base wooden shield model that they all use, which is already associated with the base wooden texture, make a new shield record in the CK (ArmorGuardShieldNew) and then I want to apply the new dds symbol texture on top of it just like each hold's shields does it already. How would I go about doing this?

 

(sorry, this got pretty long :P)

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To make a new piece of armor (including shields) in the CK, you need both an Armor entry and an ArmorAddon entry. In the Armor entry you have a field at the bottom called Models. The entry in that field tells the Armor which ArmorAddon it should use. In the armor tab you assign the World Model, i.e. the model your shield will have if it lies on the ground. In the ArmorAddon entry you assign the Biped Model for the shield, i.e. the model when used. (For a shield the same model works in both cases, but that isn't the case for a suit of armor.)

 

To get your own texture on the shield--this applies in both the Armor and ArmorAddon entries--you click the edit/select button next to file path for the model. This opens up a Model Data window that has a field called Alternate Textures, and in it you will find the Texture Set with the hold symbol assigned. Replace it with your own (which means you first have to make a Texture Set for your own symbol).

 

Do this both to the World and Biped models.

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