Smig Posted April 23, 2012 Share Posted April 23, 2012 I learned to create TextureSet records and apply them as alternate textures to the meshes in the CK. I also learned out to replace a texture that is associated in the mesh itself with NifSkope. The road signs though, are unlike anything I've seen so far. As far as I can tell, there are three texture files, each with a bunch of signs in them (i.e. \textures\clutter\signage\roadsigns\roadsignscities01.dds) but I can't figure out how the correct one is applied to the sign. The static RoadSignRiften01 points to RoadSignRiften01.nif which, in NifSkope, is associated with roadsignscities01.dds... which has all the road signs for all holds. So, how does it know which one and what's the simplest way that I could make a new one? Link to comment Share on other sites More sharing options...
David Brasher Posted April 23, 2012 Share Posted April 23, 2012 (edited) Are you saying that one texture contains the text for all the city names? If that is the case, then the UV map on the mesh is adjusted to use different sections of the texture. If this is what is going on, then you will want to see what the sign model you copy says in-game. If it says "Riften" then you will edit the part of your copied and renamed texture that says "Riften" to say the name of your city. Another approach would be to edit the UV map of your model to show the section of your custom texture which has the name of your city. Edited April 23, 2012 by David Brasher Link to comment Share on other sites More sharing options...
Recommended Posts