tox2ik Posted May 9, 2012 Posted May 9, 2012 My goal here is to make the hide helmet look like the scaled helmet and vice versa. I don't like the one with horns, but it has better stats. So basically what I want is for the scaled helmet to look like the hide helmet. My approach was to change the filenames of the helmets' dds files and hope it worked out. path: textures\armor\hide\m\Textures\armor\hide\mrename: helmetheavy.dds -> helmetlight.ddshelmetheavy.dds -> helmetlight_n.ddshelmetlight.dds -> helmetheavy_n.ddshelmetlight.dds -> helmetheavy_n.dds For some reason it doesn't look right. Any ideas?
David Brasher Posted May 9, 2012 Posted May 9, 2012 Textures are specifically designed to go on a particular mesh. If you put the wrong texture on a mesh, it will look broken or stretched. You might even end up looking at the black edge of a texture that you were never intended to see. Imagine trying to put a carrot texture on an apple. The two things are just shaped totally different. In real life, if you cut off an apple peel in a single piece and try to make it cover a carrot, then it just won't work right. In many cases, you can copy a model and edit the UV map in NifSkope. This changes which part of the texture is displayed on the mesh. You can move it around, resize it, and warp it. With lots of small adjustments, you might be able to get things looking pretty good. But in other cases, you may also need to make a copy of the texture and edit it in GIMP or another tool before you can make things look good.
tox2ik Posted May 9, 2012 Author Posted May 9, 2012 Textures are specifically designed to go on a particular mesh. (...) Yes, ok. I kinda understand this. So the UV maps are the helmet{heavy,light}_n.dds files right? The textures are the helmet{heavy,light}.dds, am I wrong? Where is this mesh? Why does it matter? I thought everything I needed was in those 4 files. I have two working mesh-texture pairs from the original game I just want top swap between them. So that scaled helmet appears as hide and hide as scaled. Why would I need to gimp anything at all?
ghosu Posted May 9, 2012 Posted May 9, 2012 (edited) The UV map is not visibile, it is just a layer taken from the 3D model that contains the information/coordinates/order for the texture so the image editor (PS, Gimp) can display it correctly so you can edit it...these 2 helmets have a different shape/size/polygon count whatever = different UV map so you can't use another texture, it has to fit. Imagine you skin a cow, paint the fur and try to attach it to a cat...no way (well it might work but it won't look like a cow) .dds = diffuse map, the texture itself_n.dds = normal map, responsible for a simulated 3D effect with more details on a low polygon model Edited May 9, 2012 by ghosu
gasti89 Posted May 9, 2012 Posted May 9, 2012 If I am right, you should swap meshes names instead of textures. Then open the renamed meshes with nifskope and make them point to the right texture.
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