Melikas Posted January 11, 2009 Share Posted January 11, 2009 I have done the art I have wanted to now I need to make it an actual mod instead of just a replacement for the roving trader outfit, also I need someone to tell me how to make the spoons disappear and stuff. heres the pics- http://i59.photobucket.com/albums/g305/cwegerif/Fallout%203/bigboss.jpg http://i59.photobucket.com/albums/g305/cwegerif/Fallout%203/bigboss2.jpg Also I am a photoshop nerd always looking for work so if u got a good map, but no good 2d skill lemme know and I will help. Link to comment Share on other sites More sharing options...
zdizzlfoshizzl Posted January 12, 2009 Share Posted January 12, 2009 Wow... Great skin I was just looking for a big boss skin about 2 hours earlier and this is the answer to my prayers. I have no idea how to help you but i want that skin : / Link to comment Share on other sites More sharing options...
Melikas Posted January 12, 2009 Author Share Posted January 12, 2009 I have figured out how to make the knives and forks go away, but i still dont know how to make it its own armor piece, any help please :) Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 12, 2009 Share Posted January 12, 2009 Armor needs rigging to the skeleton. If the part was separate from the rest of the armor (as in you didn't cut it off in a 3d program) You should be able to remove everything but the part you want, it worked in oblivion nifs not sure about fallout, in Oblivion nifs you could remove armor parts and add them to other armor without too much difficulty (there is a tutorial for that on the cs wiki). If the part you removed was part of the armor mesh and you cut it off with a 3d program than you will have to rerig it. Link to comment Share on other sites More sharing options...
Pyro Paul Posted January 13, 2009 Share Posted January 13, 2009 to remove the forks, knifes, spoons, and cup on the wastelander merchant body armor, or anything else you dislike on the armor with out modifing the acctual .nif file, when you edit it's .dds file (however you edit it) go edit its alpha channel and black in every thing you want invisable. Adding an alpha channel to the texture map will cause the colored in alpha areas to come up as transparent or invisable. if the armor doesn't have an alpha channel, you have to make it and modify the save so that it is properly saved on the .dds so the game can pull it up. you can also make transparent (glass/thin silk) by painting with a diffrent strength/opacity. Edit-Oh... wait. i figured it out... i think... i'll try and explain it the best i can. First things first, make your textures, and name them something unique placing them with in the Data Folder in your fallout file. In GECK choose the 'Miscellaneous' Tab. with in that tab there is a selection called 'Texture Set' which will show all the in game textures. Add a new texture set to the game by right clicking and choosing 'new', this should bring up a new window. Here create a unique name (must be only name type in all of GECK). there should be a selection table underneath that. for clothes all you need to add a 'Diffuse' and 'Normal/Gloss' map. For Diffuse, put in your edited file, then for 'Normal/gloss' put in your normal map. the normal map is the 'bump texture' which is usually the same name of the file but with a _n following it. when you open it, it will be a purplish/blue color and look kind of trippy, editting it will change how 'bumpy' the texture looks in game and is a way to add precieved textures with out creating multipule faces. then Press Okay. Now that your unique texture is in GECK you have to apply it to the specific model. go to the 'Items' tab and find the armor you want to retexture.now, edit the biped Model in the selection. This will bring up another window. This window shows both the mesh and texture... unless if you unpacked the mesh, do not toy with it because it will confuse the system since it can't find the packed mesh. instead modify the table underneath. the table should have 3 sections. 3d name, 3d index, and New Texture. double clicking on each of the items brings up the Texture Set Menu, the place where you added your own texture. simply find your texture click and press enter. the new texture will then be applied to the corrosponding map. Clothing tends to have several area which all refrence a single texture map, so just keep applying the same texture map to the catagories untill you accomplish the look you are going for. after that safe the ESP, load it up and have fun with your unique in game texture which doesn't alter the other game textures... let me know if ya get stuck, i'll see if i can't better explain it with pictures... Link to comment Share on other sites More sharing options...
SangRahl Posted January 15, 2009 Share Posted January 15, 2009 Wow, Pyro Paul... I've been wondering if this could be done with the Sadist Armor's amputated hands... But, without ANY graphic software or modelling software to take a crack at this, I've pretty much given up hope. Any chance your 'example' could be of that armor? (and follow it up with an upload... Heheheh.) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.