MrSly Posted December 4, 2008 Author Share Posted December 4, 2008 I think I have it now. When I CHOOSE the texture, it works fine. I can choose any of the textures in the texture folders. But, after copying the selected texture to the "..oblivion..\data\textures\MrSlyMods\SigilCrystals\" directory, and then I change the NifSourceTexture to "textures\MrSlyMods\SigilCrystals\slydiamond.dds" it turns white again. I'm guessing that this is, again, because it is just a reference that will be used later, not for rendering inside of Nifskope. Sorry for the confusion. To be clear, I currently have: ..oblivion..\data\meshes\MrSlyMods\SigilCrystals\slydiamond.nif..oblivion..\data\textures\MrSlyMods\SigilCrystals\slydiamond.dds..oblivion..\data\textures\MrSlyMods\SigilCrystals\slydiamond_g.dds The texture I chose doesn't have a "_n.dds" associated with it. I'm using the sigilcracks01.dds because I think it'll look like it has power inside it with this texture. But I can always change it later, thanks to your expert instruction, after I see how it looks inside the game. Link to comment Share on other sites More sharing options...
myrmaad Posted December 4, 2008 Share Posted December 4, 2008 I wouldn't call me an expert, just a little further down the path is all. You'll get there. A word of advice though, in Nifskope: At the top File Menu Bar choose Render You'll get a new box "Render Settings" at the top you'll see the heading "texture folders" and an option box called Auto Detect | Custom Click the button that says "Auto Detect Game Paths" and make sure your data/texture folders show up If they don't, use the manual "Add Folder" button to map to your data directories. You can use this option to map to your "working folders" wherever you have them, as well. Link to comment Share on other sites More sharing options...
MrSly Posted December 4, 2008 Author Share Posted December 4, 2008 Ok, did that. Worked like a charm. Also added my data/textures working folder as instructed, and the Oblivion textures I extracted from the BSA. As far as I can see, I still need an Icon, and I believe that I can just add the .NIF and .DDS files inside the CS using their buttons. Is that it? Link to comment Share on other sites More sharing options...
myrmaad Posted December 4, 2008 Share Posted December 4, 2008 Ok, did that. Worked like a charm. Also added my data/textures working folder as instructed, and the Oblivion textures I extracted from the BSA. As far as I can see, I still need an Icon, and I believe that I can just add the .NIF and .DDS files inside the CS using their buttons. Is that it? Yup that sounds good, if you run into trouble I have some screens for adding clothing items, but it works the same. You should be ok. Don't forget the ground model with collision so you don't get a missing mesh thing. And when you make your Icon, don't let it have mipmaps. Link to comment Share on other sites More sharing options...
MrSly Posted December 4, 2008 Author Share Posted December 4, 2008 Whoa, ground model with collision... Greek to me. I know it's the _g.dds, but where do I get one when the texture I chose doesn't have one? How do I make an icon? And how do I know if it has mipmaps (whatever they are)? :confused: Link to comment Share on other sites More sharing options...
myrmaad Posted December 4, 2008 Share Posted December 4, 2008 Whoa, ground model with collision... Greek to me. I know it's the _g.dds, but where do I get one when the texture I chose doesn't have one? How do I make an icon? And how do I know if it has mipmaps (whatever they are)? :confused: the ground model is a mesh, actually, the texture marked _g is a "glow map" which is like a normal map but instead of adding depth it adds light. When you make a regular texture that will be seen from close up and also from a distance the Mipmaps generate the views from the different levels of distance. Icons are never seen ingame, and the CS will generate an error if an icon has mipmaps attached. If you use a premade icon you can sidestep this problem for now. for your ground mesh, it's also called a world model in the CS: (I made this for someone else, but you can see what I'm referencing at least in this screen)http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/Image8201105-19PM02.jpg An example of mipmaps view.http://www.unreal-design.com/html/tutoriaux/photoshop/DDS/mipmaps1hj.jpg Link to comment Share on other sites More sharing options...
MrSly Posted December 4, 2008 Author Share Posted December 4, 2008 I see. What I'll probably do is find the Diamond icon and modify it using Gimp(?). Now, I understand that the _g.dds is the glow map, finally. But where do I get the "ground model with collision" from? I didn't find anything in the Meshes/clutter/gems directory with any kind of indication of a ground model. Just the plain jane Diamond.nif. EDIT: Gimp won't let me edit the icon.dds file. Says it doesn't recognize the format. EDIT:EDIT: Got it. Found the .dds addin for Gimp. :) Link to comment Share on other sites More sharing options...
MrSly Posted December 4, 2008 Author Share Posted December 4, 2008 Sorry for the new reply, but I just had to let you know... It works! I just went with the original Flawless Diamond, changed the emerald.dds to be more bright green, took the DiamondIcon.dds and made it green, and put it all together in the CS. I now have a green Sigil Crystal of Speed, and it works just like a Sigil Stone. I found that when you're in the CS looking at where you will place it, you can adjust the size there. However, you have to change the size of each one placed, as they don't seem to inherit this quality from the object you copied it from. Is there a way to change the size of the Crystal in Nifskope? I couldn't find anything that looked like a scale or size adjustment. Thanks again for all your instruction and patience! I am very greatful!! :thanks: Link to comment Share on other sites More sharing options...
myrmaad Posted December 4, 2008 Share Posted December 4, 2008 Sorry for the new reply, but I just had to let you know... It works! I just went with the original Flawless Diamond, changed the emerald.dds to be more bright green, took the DiamondIcon.dds and made it green, and put it all together in the CS. I now have a green Sigil Crystal of Speed, and it works just like a Sigil Stone. I found that when you're in the CS looking at where you will place it, you can adjust the size there. However, you have to change the size of each one placed, as they don't seem to inherit this quality from the object you copied it from. Is there a way to change the size of the Crystal in Nifskope? I couldn't find anything that looked like a scale or size adjustment. Thanks again for all your instruction and patience! I am very greatful!! :thanks: Yay! And no, you have to change the size in the CS. Congratulations!!! I knew you could do it! Link to comment Share on other sites More sharing options...
MrSly Posted December 5, 2008 Author Share Posted December 5, 2008 Just in case you know this... Is there a way to combine mods? For instance, I've got my Sigil Crystals working now, but I need to make a place to sell them. I'd rather develop the shop in a different mod so I can just test that portion on it's own. And I have a LOT of Sigil Crystals to make (hundreds). After I complete both portions of the mod, how can I combine the two of them into one mod? Link to comment Share on other sites More sharing options...
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