Spectre5095 Posted March 24, 2012 Share Posted March 24, 2012 (edited) I have created a custom Chinese Assault Rifle (custom meshes, custom textures) when I'm in the GECK and applying the textures to it in the model render it shows all my textures on the gun perfectly, when i put the new gun in the game the gun still has the custom textures however when I pick up the gun and equip it all the custom textures go away. What am I doing wrong??? (All custom meshes and textures are from WMK and WMK - Unique)(The mod I'm making is strictly for my own personal use so please don't berate me about getting permission for anything) Edited March 24, 2012 by Spectre5095 Link to comment Share on other sites More sharing options...
vforvic Posted March 26, 2012 Share Posted March 26, 2012 Fallout CAN use different Textures for World Models and 1st Person Models. What Bethesda did was make it so it was possible to use Lower Res Textures for Weapons when they are laying around and Higher Res Textures for when Weapons are equipped. This was probably done to help with FPS, but allow the Weapon to look better when seen up close in 1st Person. Different Textures don't have to be used, but can be used. On the "Art and Sound" Tab of the Weapon you will see the Model Box mid page. "Model" is what controls what the weapon looks like sitting in game somewhere. "1st Person Model Object" is what controls what the weapon looks like when you pick it up. In your case the easiest thing to do is just select "NONE" from the drop down list. This way when you pick your weapon up it will still use the same Model both in game and 1st Person. If, and this is for informational purposes, you did want to use different Textures for the 2 situations then you would go to "World Objects" then "Static" in the Object Window and look for the 1st Person Model which would normally be named something like 1Pnameofyourmodelhere. In the case of the Chinese Assault Rifle it is called "1stPersonAssaultRifle." In reality it can be named anything at all. When you open it you will see "Model" and a path you can edit to a model (Mesh). When you click edit you will open another box that shows the model and Alternate Textures being used if any. If you look in the "Alternate Textures" box you will see the parts of the Weapon that can have Textures applied to them. If you double-click on a part area another box will open and you can select a Texture Set in the "Select Form" box. Keep in mind what you are doing here is telling this Model (Mesh) that you want to over-ride its default Mesh defined Textures with these new Textures...normally Higher Res Textures. Now Texture Sets are defined in a different place. If you look under "Miscellaneous" then "Texture Set" in the Object Window you will see for example "1stPersonAssaultRifleTexture01." If you open this you will see where you can point to Textures for the different types of Maps such as the Diffuse, Normal and Gloss. What this Texture Set does is allow you to put a different Texture on a model without using NifSkope to change the Texture in the Mesh itself. It basically allows you to over-ride the Mesh settings. This lets you use 1 Mesh instead of having to do 2 or more for different Textures of a Weapon. For example, you could have 1 Rifle Mesh (Model) and 10 different Color (Texture) variations using that same Model. Link to comment Share on other sites More sharing options...
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