Jump to content

Nifskope textures


Rennn

Recommended Posts

To determine where a texture is taken from and how it's used on a mesh, do I go into Nifskope, right click on a mesh, choose "texture", then "export template"?

This is very confusing for someone who has never done anything with meshes before. :(

Any help is greatly appreciated.

Edited by Rennn
Link to comment
Share on other sites

To determine where a texture is taken from and how it's used on a mesh, do I go into Nifskope, right click on a mesh, choose "texture", then "export template"?

This is very confusing for someone who has never done anything with meshes before. :(

Any help is greatly appreciated.

This is actually two different things ...

To find out what texture and what directory it's stored in (either inside the textures.bsa archive or if you have the textures 'expanded' on your hard drive for easy editing)

 

Click on the little arrow next to NiNode to expand the tree:

Click on the little arrow next to NiTriShape that corresponds to the actual mesh itself (you should see a wireframe appear around the model in the viewport) to expand the properties tree

Click on the little arrow next to BSLightingShaderProperty

Click BSShaderTextureSet ...

 

In the BOTTOM window ...

Click on the little arrow next to Textures to expand the texture tree ...

You should now see a list of what texture files are used by that mesh, with there corresponding directory path inside the Data directory ...

 

The second part of you question of "where it's used" is done via a "UV Map" which is a graphical 'unfolded' representation of the 'wireframe' wrapped around the mesh ...

 

Right clicking on Mesh -> Export Template will bring up dialogue box that will allow you to save a black and white image of the 'unwrapped' wireframe and is handy for showing what parts of the texture file go where on the armor, because it's sometimes VERY confusing to look at a texture file, as it sometimes looks nothing like the armor in game ...

 

BTW ... By default Nifskope will save the "UV Mao" in the same directory that the .nif file is in as it doesn't give you an option to specify a directory

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...