What am I doing wrong ?

Post » Thu May 27, 2010 11:16 pm

Kia Ora

From time to time I see a model I like or maybe deside to make an armor set that looks different and retexturing is
about as good as I get,.. (cant make models to save myself)

I loaded a Fallout 3 nif and find I can't see any texture path at all.

I have the latest Nifskope but all I get under NiTriShape is the wee NiMaterialProperty icon and no drop downs to find
a texture path to change the dds with

Thanks in advance
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Wayne Cole
 
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Post » Fri May 28, 2010 3:29 am

You need BBSTexture something something. There are multiple of them.
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lucile
 
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Post » Fri May 28, 2010 9:15 am

BSShaderPPLightingProperty --> BSShaderTextureSet

And then in Block Details, open the texture heirarchy.

Slot 1: Diffuse
Slot 2: Normal
Slot 3: Skin/Glow
Slot 4: Parallax (requires setting SF_LOCALMAP_HIDE_SECRET in Shader Flags)
Slot 5: Environmental Reflection Cube Map (requires setting SF_MULTIPLE_TEXTURES) in the shader flags, and also recommended to change Unknown Int 2 in the Shader Flags to 32769, and set Consistency Flags in the NiTri data to CT_STATIC)
Slot 6: Environmental Reflection Mask (see above)

It is strongly recommended to do retextures via Texture Set overrides in the GECK, as that precludes the need for doing it on the mesh itself. A few model types don't have that system implemented, though, like creatures.
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RObert loVes MOmmy
 
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Post » Thu May 27, 2010 11:21 pm

You first need to tell NifSkope where to find the textures.

File>Resource files: Set the textures.bsa here
Render>Settings: If you have extracted textures to another location, you can set that folder here.
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GEo LIme
 
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Post » Thu May 27, 2010 10:17 pm

You first need to tell NifSkope where to find the textures.

File>Resource files: Set the textures.bsa here
Render>Settings: If you have extracted textures to another location, you can set that folder here.


Thats the easy part

what I see thats different is under NiMaterialProperty theres no NiSourceTexture with purple icon and path to pick the .dds file to use as texture

when I look at a file under NiTriShape I see

NiTriShape
> BSShaderPPLightingProperty
> NiMaterialProperty <------------------------ This has no source like it use to to pick a .dds texture
> BSDismemberSkinInstance

So I guess this has become much more complex now

If I change the colour of a texture or add a marking/logo or what ever to the dds it's changed for the whole world so not to unquie a
It seems it not as easy as copy the nif rename it change the textures using NiSourceTexture save it and dup the item in CS and select
the renamed nif to have a unquie item
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Wayne W
 
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Post » Fri May 28, 2010 5:30 am

-_-

I have posted above where to find the texture paths for FO3 NIFs. I have also recommended you do retexturing via Texture Sets in the GECK when possible for cleanliness.
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Ashley Hill
 
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Post » Thu May 27, 2010 7:30 pm

-_-

I have posted above where to find the texture paths for FO3 NIFs. I have also recommended you do retexturing via Texture Sets in the GECK when possible for cleanliness.



Yep I see that I was realy answering the post on setting resouce paths in Nifscope

Will look for a GECK tut and go from there
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Carlos Rojas
 
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Post » Fri May 28, 2010 1:06 am

Ah, sorry for misunderstanding before.
But, textures aren't assigned to the MaterialProperty in oblivion or fallout 3. SourceTexture is a child of a TexturingProperty, and BSShaderTextureSet is a child of BSShader*lightingProperty as MadCat pointed out.

I really don't get why so many people use NifSkope without the tree view enabled; it always seems to cause confusion for some of the more basic relationships between nodes.
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Ownie Zuliana
 
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Post » Thu May 27, 2010 8:46 pm

Kia Ora


Is there a reason why a helmet might flip 90 degrees after I rename the ID an make a new item

The original fits nicly but the renamed one sits at right angles and is sitting on my shoulder,.. this is the
case with 2 different char's
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Tanika O'Connell
 
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Post » Thu May 27, 2010 10:39 pm

Ah, sorry for misunderstanding before.
But, textures aren't assigned to the MaterialProperty in oblivion or fallout 3. SourceTexture is a child of a TexturingProperty, and BSShaderTextureSet is a child of BSShader*lightingProperty as MadCat pointed out.

I really don't get why so many people use NifSkope without the tree view enabled; it always seems to cause confusion for some of the more basic relationships between nodes.


I normaly have the ree view. the thing thats strange is I can find the textures in Oblivion files I'm jus lost when I open a Fallout 3 nif, I just don't see what I expected to see after
Oblivion nifs
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Beulah Bell
 
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Post » Thu May 27, 2010 9:54 pm

On the main menu under "Character" there is a command called "Update Facegen Model Availability". Click it.
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Juanita Hernandez
 
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Post » Thu May 27, 2010 6:00 pm

On the main menu under "Character" there is a command called "Update Facegen Model Availability". Click it.



I take it thats in GECK with that mod loaded?

Thank you very much
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Eric Hayes
 
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