Rennn Posted May 27, 2012 Share Posted May 27, 2012 (edited) 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 May 27, 2012 by Rennn Link to comment Share on other sites More sharing options...
dfac364 Posted May 27, 2012 Share Posted May 27, 2012 Im not sure exactly what your asking, im only alright at nifscope but id like to help if i can Link to comment Share on other sites More sharing options...
Perraine Posted May 27, 2012 Share Posted May 27, 2012 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 treeClick on the little arrow next to BSLightingShaderPropertyClick 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 More sharing options...
Rennn Posted May 27, 2012 Author Share Posted May 27, 2012 Thanks, that should be enough information. :biggrin: Link to comment Share on other sites More sharing options...
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