Retextured Tombs

Post » Fri Nov 19, 2010 8:57 am

Just a simple question: Is there a mod that permits tombs to have unique textures? It seems bizarre that I don't have one already.
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Fri Nov 19, 2010 4:15 am

look at this ^^ => http://www.gamesas.com/index.php?/topic/1092942-separate-velothi-tomb-textures-how/page__p__15951832__hl__%20%20Separate%20Velothi%20__fromsearch__1&#entry15951832
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Fri Nov 19, 2010 7:21 am

Just a simple question: Is there a mod that permits tombs to have unique textures? It seems bizarre that I don't have one already.


Would be simple enough to do with Nifskope. Just make your new textures, open the models in NS direct it to your new texture(s) and save as some other name.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri Nov 19, 2010 5:42 pm

But then you'd have to go into the CS and replace every tile in the tombs with the unique, re-textured versions. Not hard in itself either, just tedious and time-consuming.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Fri Nov 19, 2010 9:49 am

But then you'd have to go into the CS and replace every tile in the tombs with the unique, re-textured versions. Not hard in itself either, just tedious and time-consuming.



Oh.. well in that case you just rename the texture and and save the model as the original name. :)

EDIT: To clarify, I mean make new texture(s,) save them as something other then whatever the current textures are, apply them to your model in NS, and just hit save keeping the models original the same. Then you just replace the old models with the new ones.
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Fri Nov 19, 2010 4:28 pm

Ah, but if you save the model under the original name with just a new texture applied you'll still be affecting the interiors of Vivec, Vos and the various temples :)
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri Nov 19, 2010 12:11 pm

Ah, but if you save the model under the original name with just a new texture applied you'll still be affecting the interiors of Vivec, Vos and the various temples :)


<_<

Hmm well if the models are used in other places then I suppose you will just have to do some leg work. :)
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Fri Nov 19, 2010 1:05 pm

So it hasn't been done eh? A reason for me to learn to actually use the CS perhaps.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Fri Nov 19, 2010 10:19 am

But then you'd have to go into the CS and replace every tile in the tombs with the unique, re-textured versions. Not hard in itself either, just tedious and time-consuming.


You could just do a find > replace; either per cell or for the entire game.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri Nov 19, 2010 7:59 pm

Yes I know that :) That's why I stated earlier it wasn't hard in itself to replace the meshes. However it would still be tedious even with the Search & Replace function, there's the various hallway and room meshes plus pillars, altars and ash pits just to name a few.

Once again, it could be done just time-consuming and a little tedious. One could set a goal for themselves if they had little patience or get burned out easily; do tombs A-E for example then take a break and then move on to tombs F-N and so on an so forth. One would also have to account for the interiors that aren't tombs but contain the "Velothi" tileset, excluding Vivec, Vos and temple interiors.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri Nov 19, 2010 4:38 pm

I think the easiest way to do this, would be making a global replace (with the function, both options disabled) and removing the non-tomb cells from the resulting mod with Enchanted Editor (or another program)...
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Fri Nov 19, 2010 4:21 pm

Instead of replacing the statics of the tombs with unique versions, why not replace Vivec and such? I figure that would be less work...
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Fri Nov 19, 2010 10:17 am

Vibrant Morrowind should solve that problem. Makes Vivec a nice white marble color while keeping tombs dark and musky.
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am


Return to III - Morrowind