Creation Kit, Meshes and Textures...

Post » Mon Jun 18, 2012 4:54 pm

I've created an amazing texture for an evil Grimoire, but I've found that the Creation Kit requires models which already have textures embedded in them (nif).

My texture was made as a simple photo-merge in Photoshop and then converted into dds with DDSopt.

For replacement was fair to do like this and just add the texture to the override, but now I'd like to create a texture which becomes embedded in my eviltome.nif and eviltomelowpoly.nif,
whose meshes are just those of the Spelltome of Conjuration.

I've installed Nifscope, but was useless...I cannot understand how to stick the texture into the model (since I only get a white outline model)...

I've tried Blender...but still only white outline model and no hint about how to "paint" the texture into it.

Anyone has any suggestion? :(

I'm so depressed...I have no experience in 3D editing, but copying a vanilla 3D mesh and stick a special texture to it seemed to be a no-brainer...and still I am not able to do it! :(
Jashkar
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NIloufar Emporio
 
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Post » Mon Jun 18, 2012 9:09 am

I've created an amazing texture for an evil Grimoire, but I've found that the Creation Kit requires models which already have textures embedded in them (nif).

My texture was made as a simple photo-merge in Photoshop and then converted into dds with DDSopt.

For replacement was fair to do like this and just add the texture to the override, but now I'd like to create a texture which becomes embedded in my eviltome.nif and eviltomelowpoly.nif,
whose meshes are just those of the Spelltome of Conjuration.

I've installed Nifscope, but was useless...I cannot understand how to stick the texture into the model (since I only get a white outline model)...

I've tried Blender...but still only white outline model and no hint about how to "paint" the texture into it.

Anyone has any suggestion? :(

I'm so depressed...I have no experience in 3D editing, but copying a vanilla 3D mesh and stick a special texture to it seemed to be a no-brainer...and still I am not able to do it! :(
Jashkar

I would love to know how to do this too. sadly there is very little documentation on it, and those who do know how to do it usually remain silent. i have never understood this.
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BRIANNA
 
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Post » Mon Jun 18, 2012 11:13 am

In Nifskope you need to add your texture folder in the Render/Settings/Rendering menu.
You also should add Skyrim - Textures.bsa under File / "Resource Files" to see the vanilla textures.

But for your purpose it's much easier to use a texture set in the CK: Simply make a new Texture Set (under Miscellaneous) using your textures, and then apply that texture set to a copy of the tome in the model-selection menu.
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evelina c
 
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Post » Mon Jun 18, 2012 10:33 am

In Nifskope you need to add your texture folder in the Render/Settings/Rendering menu.
You also should add Skyrim - Textures.bsa under File / "Resource Files" to see the vanilla textures.

But for your purpose it's much easier to use a texture set in the CK: Simply make a new Texture Set (under Miscellaneous) using your textures, and then apply that texture set to a copy of the tome in the model-selection menu.

You are my hero, Jog!!! :biggrin:

In fact I was successful in putting the texture with 3DS Max, but then I had a weird error (marker error 0 :( ), but in the way you are suggesting,
without even changing the base mesh (no need of that since it's just a book mesh), I'm able to have my dangerous-looking evil grimoire!!! :tongue:

However...the World Art Model will still point to a nif file, so I'll probably have to use the low-poly nif made with 3DS Max...or you've a suggestion for that? :(

-------

Emmmh...sorry...silly question:

Low Poly works exactly like High Poly, so TextureSet is still the solution.

You're GREAT GREAT GREAT Jog!! Thanks a lot!!! :)

Thanks,
Jashkar
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Ysabelle
 
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Post » Mon Jun 18, 2012 11:33 am

I would love to know how to do this too. sadly there is very little documentation on it, and those who do know how to do it usually remain silent. i have never understood this.

It works...it's really simple!! No need of 3DS Max or other tool for simple retextures!! :)

You've just to create x TextureSets (Miscellaneous), where "x" is the number of textures you want to replace and then you'll just proceed as follows:
- Generate a HighPoly static by copying the one you'll cannibalize meshes for your retextured new object...then doubleclick...Model -> Edit...and you'll see the rendered object with the original texture. No need to touch the Edit
next to the Model File Name field (which is void, but it's fine)...you'll have just to check the list under 3D Name, which will show the "parts" you could add a texture to...double click on New Texture cell next to the part you
want to change and find your TextureSets.
- When you create the inventory item is the same, but for World Art it will state a nif file. Don't worry. Just click Edit and you'll be brought on a window which is exactly the same as the above, but you'll have just fewer
names in the 3D Name list...this is because the item is "low poly"...so it's less detailed and you have less parts available to change. Just to as you did above and you'll have your marvellous retextured object both for Inventory
(by pointing at your HighPoly static) and for your game world (with the low poly)!!!

I LOVE this Creation Kit!!! It's so amazing!!! :P
Jashkar
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John Moore
 
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Post » Mon Jun 18, 2012 1:36 pm

I would love to know how to do this too. sadly there is very little documentation on it, and those who do know how to do it usually remain silent. i have never understood this.
Not always silent, just busy. JOG's method is a much better one in this case, plus there's no need to distribute new .nifs if the only thing changed is the texture assignment.

But here's how to do it in NifSkope:
First set up the bsa archives as JOG also mentions. File>resource files
Also, set the working directory(s) for http://niftools.sourceforge.net/wiki/NifSkope/Setting_the_Texture_Search_Path. c:\program files (x86)\steam\steamapps\common\skyrim\data\ is the default for most users.
View>block list>show list in tree.

In the nif, for each trishape, expand the tree for the shapes you want to change the texture for.
For a BSLightingShaderProperty, textures are assigned in the BSShaderTextureSet one level deeper. Click the flower icon to get a dialogue, or double-click to type in a path manually.
For a BSEffectShaderProperty, textures are contained in this block: Source Texture and Greyscale Texture. (these currently don't have an easymode flower icon, sorry)
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Tarka
 
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