Reskinning malfunction

Post » Fri Nov 12, 2010 5:19 pm

I have been using adobe photoshop cs2 along with niftexture to recolor existing game items, it has worked for me splendidly until i tried to recolor a face just yesterday. i opened nif texture found the tga files to change opened them up and added all kinds of gothy things to the face to suit my tastes, black lipstick, eyeliner etc.... until i was satisfied, i then clicked save as, it then told me that file already exists, do you want to overwrite it? i of course said yes, went back to niftexture saved it in there as well. and opened up the cs to see my new face omnly to find out that the original hadnt changed at all, so i doublechecked to make sure the file was still altered in photoshop, i opened up the same file and it was still like i had colored it (all gothy and whatnot) all the files are pointing in the right place and i am now stumped as i have used this exact same procedure to recolor a multitude of things such as the telvanni cephalopod helmet, the robe of the lich, and just yesterday used it to make a breton face have red eyes all sucessful attempts, up until now. so im wondering if anybody knows ow to fix this or if i did something wrong. i am using one of the faces form rens JENOVAS CHILDREN mod, is there a problem with using tga files? or did i do something wrong, do the file names matter as long as they are all pointing in the right direction?
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Emily Jeffs
 
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Joined: Thu Nov 02, 2006 10:27 pm

Post » Fri Nov 12, 2010 5:52 pm

Morrowind gives priority to dds format over tga format, which in turn has priority over bmp format. If you're trying to edit a tga file for a stock texture which exists as dds format in the bethesda bsa, the archive version will always override - you can get around that by saving your edit as dds, or change the tga file name and the model's texture path to that file thru niftexture or Nifskope.
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trisha punch
 
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Post » Fri Nov 12, 2010 2:31 pm

Morrowind gives priority to dds format over tga format, which in turn has priority over bmp format. If you're trying to edit a tga file for a stock texture which exists as dds format in the bethesda bsa, the archive version will always override - you can get around that by saving your edit as dds, or change the tga file name and the model's texture path to that file thru niftexture or Nifskope.

:o I didnt know this. I normally give the texture a new Id and apply it to the mesh so I've never noticed this. Is this the same for other texures/images ( i.e glowmaps, icons etc...)
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Maria Leon
 
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