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how to have multiple retexts of the same armor /weapons


wraithsmith

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Basically, you have to copy the armor meshes multiple times, open them with Nifskope and make them point to different textures.

 

Every .nif file points to a specific texture.

 

After this, with the CK, you duplicate your armor as more times as you need, and assing it a different .nif depending on wich retex you want.

 

You should do the same with armor addons (in the CK, armor are just the object itself, while armoraddons are armor weared).

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To get some Idea of how this works, have a look at the Stormcloak Armor meshes, which has different texture files for the different cities guard uniforms or the "Monk" robes which again has multiple variants of the textures using the same mesh
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Monkrobes and some other items use TEXTURESETS in the ck, these forms link to different dds files so you don't have to copy/edit a nif file for each new texture. Just feed the search form with TEXTURESET, there are a few tutorials around...in fact you just have to copy or create one, edit its paths to the dds files for diffuse/normal map and link it to your new armor.
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Basically, you have to copy the armor meshes multiple times, open them with Nifskope and make them point to different textures.

 

Every .nif file points to a specific texture.

 

After this, with the CK, you duplicate your armor as more times as you need, and assing it a different .nif depending on wich retex you want.

 

You should do the same with armor addons (in the CK, armor are just the object itself, while armoraddons are armor weared).

 

That would be a waste of time and space.

It is much faster and easier to do it via TextureSets. He will only need 1 mesh (per pirce, of course) and he will be able to change the textures inside the CK.

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Yes...dds is the format Skyrim uses for textures located, as example, in Skyrim\textures\weapons\iron\...

 

name.dds = diffuse map, the texture itself

name_n.dds = normal map, simulates 3D details with more polygons on lower polygon objects, this channel comes with a specular map in its alpha channel (black= dark, white=bright)

name_m.dds = some kind of metal reflection map (black= dark, white=bright)

 

Armor, body parts and objects use similar maps as well.

The 2nd half of my signature tutorial part 2 is 'bout maps if you want to know how to create them.

 

greetings

Edited by ghosu
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