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How do you create a texture swap?


Infamous95

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I know how to make a material swap but I was wondering about retextures that are just the dds file and nothing more and how to go about making them a material swap or if thats not possible a new Object Mod with that specific texture.

 

I have also had trouble getting my Materials to work. They are all set up right but only one is showing. I did copy and paste the one that worked and then edited the ID and redid the file structure. Could my issue be that I need to just start over each time with a new record?

 

 

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First of all, your question is rather disjoint and confusing. Iâm going to ignore it and just tell you everything.

 

To start, you need your texture files. Those are the .dds files. At a minimum you will need the difuse map. Those are usually the files with the filename ending _d before the .dds extension. You can also have a normal map (filename ending _n.dds), a specular map (filename ending _s.dds), a glowmap (filename ending _g.dds) and a couple of others. What I described is Bethesdaâs naming convention, but you can use any naming convention you want. Just make sure the correct map is selected for each file in your material files (.bgsm files).

 

Inside either the CK or xEdit, you will need to create a material swap (mswp) for each of your materials. You then need to either apply them directly to your object (weapon, armor, furniture, etc.), or you need to create an object modification (omod) and a constructible object (cobj) to make use of your new material swap. If you want to make it into an inventoriable object, you need to associate a miscellaneous object (misc) with the omod.

 

I hope this answers your question.

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First of all, your question is rather disjoint and confusing. I’m going to ignore it and just tell you everything.

 

To start, you need your texture files. Those are the .dds files. At a minimum you will need the difuse map. Those are usually the files with the filename ending _d before the .dds extension. You can also have a normal map (filename ending _n.dds), a specular map (filename ending _s.dds), a glowmap (filename ending _g.dds) and a couple of others. What I described is Bethesda’s naming convention, but you can use any naming convention you want. Just make sure the correct map is selected for each file in your material files (.bgsm files).

 

Inside either the CK or xEdit, you will need to create a material swap (mswp) for each of your materials. You then need to either apply them directly to your object (weapon, armor, furniture, etc.), or you need to create an object modification (omod) and a constructible object (cobj) to make use of your new material swap. If you want to make it into an inventoriable object, you need to associate a miscellaneous object (misc) with the omod.

 

I hope this answers your question.

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