can a NIF be textureless and reference a texture already in

Post » Tue Dec 06, 2011 9:11 am

this question would be in reference to a body modification. Lets say you want to be able to script a hunger system, you don't eat, you get skinnier, bones protruding, but the race / complexion you defined stays the same. You eat more, you fill back out over time, maybe even get fat. The only thing that would change is the shape of the body, and maybe the normal map. Is there a way to do this with the GECK? maybe there's a way to get nifscope to not apply a texture, but just reference the default one? then it'd be as simple as an underwear change on a script.
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Heather Stewart
 
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Post » Tue Dec 06, 2011 7:54 am

I think my answer is- if you don't want to use a different texture, then don't, just use the same texture. not quite sure what your asking.
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john palmer
 
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Post » Mon Dec 05, 2011 9:10 pm

I think my answer is- if you don't want to use a different texture, then don't, just use the same texture. not quite sure what your asking.


people often set different textures based on how they set up their character. there's the vanilla ones that are the same for all races, but there are also addon ones, but still use the same basic UV map. Since there can be different texture sets, I was wondering if it was possible to be able to change the model and reference the used player texture, whatever it may be. as far as I can tell with NIFSkope, you have to define a texture to every model. Maybe I missed a setting where a texture can be left as a variable, so the texture remains unchanged, but baring that option, is there a way to command with a script to only do a model change?

I notice with armor, whatever NIF is set seems to need a texture. not texture = missing parts of the body. with the racial models, even ones with custom textures (tatoos, people who play ghouls, etc), it doesn't seem to matter what the NIF is, the texture comes from somewhere else. so the same model can be applied to all of them. I guess to try to clarify what I am asking is, Is there a way to change that base model NIF via script, or is there some way to get a piece of armor to ignore it's own textures, and instead reference the base body model's texture? most logical piece of armor would be the underwear piece, since all characters have it (even if they are using a naked body mod, the armor piece is still there). more ideal would be on the base body, where the mesh and the textures are defined separately, if possible to be scripted.
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Kaylee Campbell
 
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Post » Tue Dec 06, 2011 4:03 am

There's a specific material type for 'inherit texture from race texture', I /think/ that's all you need. Just open up a raider armour nif, and copy across the settings for the exposed skin parts.

I'd say the whole thing is kind of a waste of time as the player character is never naked except for about two minutes in Raven Rock, though.
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DeeD
 
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Post » Tue Dec 06, 2011 6:37 am

I think you are talking about texture sets. Armors have them, basically you can asign any texture to your armor via them in the geck. these overide the texture that is link to in the nif.

This is also similar to how you define textures in the race menu in the geck. you can set any texture you want the body and face to use. Even though raiders and the normal body use the same mesh, they use different textures.

Edit: yeah skin shader. SF_Window_Environment_mapping. forgot that
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Ells
 
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Post » Tue Dec 06, 2011 4:21 am

There's a specific material type for 'inherit texture from race texture', I /think/ that's all you need. Just open up a raider armour nif, and copy across the settings for the exposed skin parts.

I'd say the whole thing is kind of a waste of time as the player character is never naked except for about two minutes in Raven Rock, though.


I'll look into that. I guess what I was wondering about was if the exposed parts of armor (like the raider stuff) referenced the body under it, but I suspect it doesn't, only the texture, so a thinning and fattening player likely isn't an option unless I want to mod every damn piece of armor in the game -_-
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Dagan Wilkin
 
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Post » Tue Dec 06, 2011 12:11 am

so a thinning and fattening player likely isn't an option unless I want to mod every damn piece of armor in the game -_-

yup.
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Chrissie Pillinger
 
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Post » Mon Dec 05, 2011 6:23 pm

You can possibly do it by faffing around with the skeleton like I did for http://www.tesnexus.com/downloads/file.php?id=29853, but Fallout's skeletons have seemed somewhat more resistant to my Nifskope mutilations than Oblivion's so it may not be possible unless you want to do it properly through Blender.
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Kevin Jay
 
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