abk90 Posted December 30, 2008 Share Posted December 30, 2008 Hey guys I have made a texture using GIMP, a image manipulation program very much like Adobe Photo Shop. I am a complete newb to GECK and i'm taking baby steps to getting used to it. I have nothing selected in the GECK , i only have this texture to work with. I'd like to know how to put this texture on the Base Ball bat model (i'm creating a new weapon by the way) . What do i do in the GECK and what files go where and such. My main goal is applying it to the weapon and adding attributes to make it unique. Any help would be much appreciated guys. P.S. Once it's done how could i place it in areas in the game? Link to comment Share on other sites More sharing options...
Sarteka Posted December 30, 2008 Share Posted December 30, 2008 I would also like to know how to use a new texture and existing model to create a new Item. I'm working on a stealth armor which is a re texured vault 101 security armor. Ive created the texture, now i just need to find out how to attach it to this item file for the armor. So basically I need the same information he needs. Link to comment Share on other sites More sharing options...
abk90 Posted December 30, 2008 Author Share Posted December 30, 2008 BUMP - hopefully this will get attention =l Link to comment Share on other sites More sharing options...
cheerio123 Posted December 30, 2008 Share Posted December 30, 2008 use nifskope to extract the texture template and attach the new texture,or change the texture and replace the old. you need to convert the .dds to a format which gimp can edit, and convert it back to .dds after you're done. Link to comment Share on other sites More sharing options...
abk90 Posted December 30, 2008 Author Share Posted December 30, 2008 use nifskope to extract the texture template and attach the new texture,or change the texture and replace the old. you need to convert the .dds to a format which gimp can edit, and convert it back to .dds after you're done.I found the texture template but how do i convert it? Sorry for that noob question. Link to comment Share on other sites More sharing options...
cheerio123 Posted December 30, 2008 Share Posted December 30, 2008 i use "dds converter 2" to convert it to .psd, then i edit it with photoshop cs3 and save it as .ddsfinally i convert the .psd to .dds and check it out ingame or in G.E.C.K. there is a .dds plugin from nvidia for photoshop. but it does not work for me as good as the method above. Link to comment Share on other sites More sharing options...
abk90 Posted December 30, 2008 Author Share Posted December 30, 2008 i use "dds converter 2" to convert it to .psd, then i edit it with photoshop cs3 and save it as .ddsfinally i convert the .psd to .dds and check it out ingame or in G.E.C.K. there is a .dds plugin from nvidia for photoshop. but it does not work for me as good as the method above.Ok i installed DDS converter (thanks for telling me about that) i put it in gimp and retextured it with a aluminum texture . I converted the .psd back to a .dds . I saved it to my fallout 3 textures directory , was that what i was supposed to do? I tried it in game , the texture hasn't . what do i have to do to make it work? Link to comment Share on other sites More sharing options...
UlrikS Posted December 30, 2008 Share Posted December 30, 2008 You don't need to use Nifskope. It's way easier to do it in GECK. Just follow this tutorial (it's not me who wrote it): 1) Make your retexture. This tut obviously won't cover how to graphically change a texture -- do that on your own! Once you've got your retexture in .dds format with the proper alpha channeling, slap it into your Fallout 3/Data directory -- IN THE PROPER ROOT! For instance, if you're making a new retextured piece of armour, you'd have it in Fallout 3/Data/textures/armor/MyNewArmor. Also, grab the original normalmap (usually itemname_n.dds, in the same location as the original diffuse texture), rename it (ie "MyNewArmor_N.dds) and throw it in the same folder. 2) Open up GECK; go to the Miscellaneous section of the Object Window; go to Texture Set. Anywhere in the list of Texture Sets, right-click and select New. 3) Give your new texture set a name, such as "MyNewTextureSet". Underneath the title field you'll see a list with "Map" and "Filename". This is a list of various maps you can load to a texture. For most basic objects you'll only need a Diffuse map (the actual graphics of your texture) and a Normal map (those crazy rainbow-coloured shadowy textures that tell the game engine how to bounce light off of objects to create artificial depth). Load your new texture under the diffuse map line (make sure the texture you load is in the Fallout 3/Data directory; GECK nor Fallout 3 will be able to read textures you've saved elsewhere on your computer -- ALL new assets must be in the Data folder), and load the "_n" normalmap of the texture as well. Hit OK -- you should see your new Texture Set appear in the list of texture sets. 4) Go back to the Object Window main list, and go find the item you'll be retexturing. For instance, let's say you're retexturing the Combat Armor; so go open up its form (the window containing all global data for that item) by going to Items>Armor>CombatArmor. 5) Change any of the Weight, Health, AR, Value, etc that you want -- but we're simply retexturing the Combat Armor so no need to change its stats. On the right side of this form window you'll see two sections, labelled "Male" and "Female". These sections point towards the NIF model that this item uses as well as the texture. 6) Under Male, the first selection at the top is "Bipedal Model". This is the version of the item when being worn by a Bipedal (two-legged) NPC. Hit Edit. 7) You'll be brought to a new window which should show a render of the item in its default position, as well as a list for "Alternate Textures". At first, the only things you need to worry about is the UpperBody section and the Arms section. Right-click on each of these, select "New" which will bring up the list of Texture sets, find your texture set, and double click it. That part of the body should now be using your texture. Repeat for each body part necessary (usually UpperBody and Arms as I said). Then hit OK. cool.gif Back at the item form window, your new item with its own texture is now created. Hit "OK" - GECK will prompt you asking if you'd like to create a new Form, as you've renamed the original. Hit YES -- if you hit No, all of the changes you've made will be saved to the default item (ie Combat Armor) and no new item will be created. 9) Your new item will appear in the Object Window list in the section of whatever the original item was. Just go to File>Save in GECK, make your .esp, and voila. If the item shows up all blue in the preview rendering (in GECK) and/or flashing white and black ingame, it's because the texture misses mipmaps, so make sure to have mipmaps on your textures. Good luck ;) It works great for me at least ;) Link to comment Share on other sites More sharing options...
abk90 Posted December 31, 2008 Author Share Posted December 31, 2008 You don't need to use Nifskope. It's way easier to do it in GECK. Just follow this tutorial (it's not me who wrote it): 3) Give your new texture set a name, such as "MyNewTextureSet". Underneath the title field you'll see a list with "Map" and "Filename". This is a list of various maps you can load to a texture. For most basic objects you'll only need a Diffuse map (the actual graphics of your texture) and a Normal map (those crazy rainbow-coloured shadowy textures that tell the game engine how to bounce light off of objects to create artificial depth). Load your new texture under the diffuse map line (make sure the texture you load is in the Fallout 3/Data directory; GECK nor Fallout 3 will be able to read textures you've saved elsewhere on your computer -- ALL new assets must be in the Data folder), and load the "_n" normalmap of the texture as well. Hit OK -- you should see your new Texture Set appear in the list of texture sets.. If the item shows up all blue in the preview rendering (in GECK) and/or flashing white and black ingame, it's because the texture misses mipmaps, so make sure to have mipmaps on your textures. Good luck ;) It works great for me at least ;)Um...On step 3 it tells me to put my texture in the field. Everytime i put it in i get an error saying "Invalid Directory" . I put my retexture as a .dds file into Fallout3\data\data\textures\2handmelee\(mytexturehere). This is not the wrong directory, is it? Also i cant find that file that has "_n" in it. Sorry but im just learning this stuff =l Link to comment Share on other sites More sharing options...
m97860662 Posted December 31, 2008 Share Posted December 31, 2008 Hello,I came across this two part video on youtube. Link to comment Share on other sites More sharing options...
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