SangRahl Posted January 6, 2009 Share Posted January 6, 2009 I know that the Prototype Medic Power Armor and Army Power Armor (unused in game, but accessable via console additem command) both use a unique texture from the normal BoS logo... but what is the actual .dds name? powerarmorbodyoutcast.dds for outcast armorpowerarmorbody.dds for BoS armor and plain Power Armor I'm looking into perhaps adapting 'US Army Power Armor Texture' (or helping to nudge the original maker) to be for the Prototype Medic / Army Power Armor, and not for Outcast The problem is, it appears that the different power armors and helmets are massively interlinked... with only the Outcast Armor/Helmet completely separated from the rest. Armors:Power Armor (00014E13) / BoS Power Armor (00075201) - BoS LogoLyon's Pride Armor (00061A73) - Lyon's LogoPrototype Medic Power Armor (0007836e) / Army Power Armor (00061A72) - "Army" Logo (though it more resembles an AirForce logo, to me... heheheh) Helmets:Power Helmet(00014C08) / BoS Power Helmet (00075203) - both have no Logo or any distinguishing marks So, to have a set of "unique" Army-style Power Armor, with Helmet, you'd have to create a new model for the retextured helmet, and do a replacement to the Prototype Medic and Army Power Armors... First step's first: Getting the body retextured, I'll have to see about the helmet later. (Besides, none of my followers use helmets, so I can tell them apart easier... Just Recon Helms and leather masks.) Link to comment Share on other sites More sharing options...
skojolt Posted January 6, 2009 Share Posted January 6, 2009 Okay this is just from looking in the ESM file so I could be wrong but; if you look in the biped model list for a specific armor set you will see the objects that the armor uses (like gloves, backpacks, etc) including links to a decal object entry in nif format. The nif really just holds a texture UV that draws over the main model surface and has an embedded texture link (to a DDS file) . You could take one of the UV (decal) models, copy it to a new name, and assign a new texture to that new nif (create a new texture by copying then editing the main power armor DDS) using nifscope. I believe you can also create new decal nifs for the armor (consisting only of the uv data) like the developers did but who knows if that will match up properly with their old model. You can always give it a try to find out... Again though I don't know how or if that works, it's just a guess. I would think the engine developer would have just allowed the artists to apply a DDS to existing UV maps in the ESM/ESP database, but maybe there is some magical issue with directdraw surfaces that doesn't allow that... edit: um i think i misread your post. All you have to do is have the decal entry in the biped model list for whichever armor you are editing and it uses that. Link to comment Share on other sites More sharing options...
TheOutlander Posted January 6, 2009 Share Posted January 6, 2009 I've already made such an adaption of the US Army Power Armour Texture for personal use (I also tweaked the green, making it abit darker). It's actually a very simple process to accomplish but it takes awhile... Edit: I was going to write a step by step guide on how to do it but it's really late over here at the moment and it's a long process to write a step by step about.* * = It involves setting it up so the texture is only used by the Prototype Medic Armor, along with creating a new helmet then giving it to the dead guy you get the medic armour from. I could make it into a mod but people may not like the Green I went with on my alteration. Link to comment Share on other sites More sharing options...
SangRahl Posted January 6, 2009 Author Share Posted January 6, 2009 I've already made such an adaption of the US Army Power Armour Texture for personal use (I also tweaked the green, making it abit darker). It's actually a very simple process to accomplish but it takes awhile... Edit: I was going to write a step by step guide on how to do it but it's really late over here at the moment and it's a long process to write a step by step about.* * = It involves setting it up so the texture is only used by the Prototype Medic Armor, along with creating a new helmet then giving it to the dead guy you get the medic armour from. I could make it into a mod but people may not like the Green I went with on my alteration.Yep, that looks like what I was considering (except without the AirForce stamp on the shoulder, heheheh)... And, you're right about the color; I do prefer the old WWII/Korea army paint. Just something about being dressed up as a two-legged Sherman makes me want to put on my Belgian Tanker helmet and do dog impressions. *Woof* Maybe you can get permission from the original writer to re-upload your changes? Then tacking in his renamed textures would have the same effect... (note: I'm not set up for graphic work here, and don't even have the G.E.C.K... I tend to be more of an idea guy with wide-ranging tastes.) Link to comment Share on other sites More sharing options...
TheOutlander Posted January 6, 2009 Share Posted January 6, 2009 Maybe you can get permission from the original writer to re-upload your changes? Then tacking in his renamed textures would have the same effect... (note: I'm not set up for graphic work here, and don't even have the G.E.C.K... I tend to be more of an idea guy with wide-ranging tastes.)The original Author went off the radar, I'd PM'ed him about him doing the work ages ago to no reply, so decided to do it myself (it was my first time working with the GECK too). Anyways what I can do at this moment is provide my detailed step by step guide to doing it yourself: 1. Rename the two texture files you get from the US Army Power Armour Texture mod (Ie something like USPAtexture.dds and USHEtexture.dds). 2. Extract the Power Armor texture that ends with n.dds (should be powerarmor_n.dds), and also get the one for the power armour helmet (it'll also end in a _n.dds) but don't rename them. I suggest using FO3Archive to do this. 3. Put them all in Fallout 3 \ Data \ textures \ armor \ powerarmor (if you don't have these folders create them). 4. Open G.E.C.K and find the Texture Set section and create two new Texture Sets with right click (call them something suitable like USPowerArmor and USPowerArmorHelmet). 5. Open up the new USPowerArmor texture set and click the Diffuse entry then click the edit button next to Texture then navigate to your USPAtexture.dds 6. Next click the Normal/Gloss entry and do the same thing as in 5 but select the powerarmor_n.dds 7. Click ok then do the same as above for the USPowerArmorHelmet Texture Set but using the helmet texture and the standard power armour helmet _n.dds file 8. Now go to the Armor Category (don't expand the category though just select the the word Armor) 9. On the list that shows up find MS14PowerArmorMorphine (or just put that in the fliter box) and open that. 10. On the Section that says Male: Biped Model click edit. 11. That will bring up a new window with a picture of the power armour now double click on one of the entries in the new box that doesn't say meat... now navigate the texture set list that comes up to your USPowerArmor texture set. Do this for each entry that doesn't have the word meat in it and you'll see the armour in the image turn into the US Armour Green bit by bit. Then hit Ok. 12. Next go down to the World Model bit and hit edit, then do the same thing as in 11. 13. Once you've finished that bit off on the Armor window hit Ok. Next bit is tricky as you need to make a new armor item. 14. Find the entry armorpowerhelmet in the armor list and open it. 15. Change the bit in the ID box to something like USPowerHelmet and change the Name bit to something like US Power Helmet. 16. Now follow the instructions in 11 and 12 again but instead navigate to your USPowerArmorHelmet Texture Set rather than the USPowerArmor one. Remember not to change the entry in the biped model bit listed as "meat...". 17. Now while still on the USPowerHelmet Armor entry hit ok and a window will come up asking if you want to create a new Form, click yes. Now you have to give the helmet to the guy you get the Medic Armor from 18. Go to the main list and click NPC then find the entry BrotherhoodOfSteel1GunMorphineArmorDEAD and open it. 19. Click the Inventory tab on the right and right click on the list then select New, that will create an Abraxo Cleaner. 20. With AbraxoCleaner selected select the list under Object and find USPowerHelmet then give it 80% health. 21. Click Ok then go to File - Save this will ask you to create a Mod do so. 22. Activate the mod like you would with one you've downloaded. Now unfortunately if you've already picked up the Prototype Medic Armour from the corpse at Old Olney his body will likely have disappeared and you'll be unable to get your helmet (unless you revert to a save before you looted his corpse). So there is three things that you can do 1. You can give the helmet to someone else on the NPC list who is expendable or lower the health on the helmet and reverse pick pocket by giving the NPC a better condition normal Power Armour Helmet. 2. You can use FOMM's Plugin Editor and open up your new mod then navigate to your helmet in the armor bit double click it and change it's Form ID to something easy to remember, save the changes, then use the new Form ID in conjuction with this in the console: player. additem "new form ID here" 1 3. You can give it to a vendor NPC that currently isn't affected by any of the other mods you may have loaded by putting it in his / her ingame stash and buy it from them (don't ask me how to do this because I haven't messed around with this bit yet). Anyways hope that helps. Link to comment Share on other sites More sharing options...
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