» Fri Nov 26, 2010 10:12 pm
Perhaps its worth repeating the process at this point, just to make sure you guys haven't missed a step:
Creating a new texture for an existing mesh:
1- Open you mesh in Nifskope and expand all the BSShaderTextureSets and make note of all the textures, those you want to change and those you won't be changing as well. (the .dds files).
2- Extract all those textures from the textures BSA file.
3- Using GIMP (or whatever) make your changes to the textures and save them as new dds textures that generate mipmaps and use DXT1 (no alpha) or DXT5 (with alpha) compression.
4- Create a new Texture Set object in the Geck. Make sure to insert all textures used by the mesh. In Nifskope, the texture set may have had a diffuse (.dds), a normal (_n.dds), a glow (_g.dds), emmisive / environment (_e.dds) or an environment mask (_m.dds). Your new texture set needs to point to these files as well. In the case of just changing the colour of a texture, you will just make a new diffuse texture, but you still need your texture set to include all of the other textures you saw in the mesh from Nifskope. You will have to extract these files from the BSA as well so that you can point your texture set slots to these files. Then you can delete them (just don't delete your new textures). Note that the order that textures appear in Nifskope IS NOT THE SAME as the order of the texture slots in a Geck texture set object.
5- Make a copy of the original Geck object that you are making the new texture set for and give it a new ID. Click on the 'Edit' button next to the model path/file. From there, right click in each slot that has text, select 'New' and add your new texture set. You may have to add your texture set to several slots. As you add the texture set objects to the slots, the preview window should update the model with the new textures.
6- Save your new object, place it in the render window and test it out in the game.