Adding custom inn sign

Post » Fri Nov 16, 2012 7:50 pm

I've created my own inn sign texture within the GIMP program which is to be used for my own custom inn for my mod. So basically I don't want to simply replace the texture for an existing inn sign, but add another new one to the game.

I've extracted the inn signs from the Textures.bsa, created my own custom texture in GIMP by copying one of the existing inn signs and changing its texture to my own, then re-named the texture .dds file to my own custom name (i.e. 'myowninnsign.dds') Now I want to get it to show in the objects list in the Creation Kit so I can simply add it to my scenery, but how do I do this? I've tried adding the .dds file to data/clutter/signage/inns (i.e. I've created that subfolder) but nothing shows in the CK. How do I get the .nif model that is to use that texture to recognise it as an alternate texture which can be selected in the object window??

Any help would be appreciated.
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teeny
 
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Post » Sat Nov 17, 2012 11:32 am

Extract the .nif mesh from the meshes.bsa and place it in the Data\Meshes\xxxxxx\xxxxxx\...(keep the same folder structure as it is in the bsa file and create new folders if needed). Rename the .nif file (give it a name like MyInn_custom.nif). Do the same for the textures (MyInn_custom.dds) and place it in the Data\Textures\xxxx\xxxx\... keeping the same folder structure as it was in the Textures.bsa.

The next thing you'll need is Nifscope.

Open the MyInn_custom.nif in Nifscope. In the Block List box, expand the BSFadeNode and then expand NiTriShape. In here you'll find BSLightingShaderProperty. Expand it as well and you'll find BSShaderTextureSet. Click on it.

You'll now see information in the Block details box. This is where you'll have to change the texture from the original to your new textures. Just double click and change the xxxxxx.dds to MyInn_custom.dds (providing you kept the same folder structure). If you created a new normal map texture, change it here as well by clicking on the file xxxxxx_n.dds and put in your MyInn_custom_n.dds. Save the new .nif file.

Back in the CK, create a duplicate of the Inn sign. Rename it to whatever you want and then double click on it. Where it says Model, you'll see a long box with an Edit button at the right hand side. Click Edit. In the box that appears, click Edit at the top and browse to your MyInn_custom.nif. Select it and Open. Click OK twice and your new model is ready to be used in the CK.

Don't forget to add the new textures and meshes if you're publishing the mod.

[Edit]
Forgot to add link to Nifscope -
http://sourceforge.net/projects/niftools/files/nifskope/
The latest version is at the top.
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Je suis
 
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Post » Sat Nov 17, 2012 11:29 am

If it were me, I'd probably find the nif that used my new texture, make a copy of it and put it in my mods meshes directory, and place the texture in my mods texture directory. Then use nifscope to edit the texture path on the mesh to point to my custom texture. Then open my plugin in the CK, create a new static and use the custom nif for the model. (That's how I did it in the GECK, but haven't done it yet in the CK, but I would hope the process is the same.) Another option you could search for however, is whether Skyrim uses Texture Sets like the Fallout's did. You may be able to use that method, but someone more knowledgeable than me will have to help with that.

EDIT - Ninjd by Tamb0, lol. :ph34r:
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Nomee
 
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Post » Sat Nov 17, 2012 10:03 am

Awesome. :twirl: Many thanks for the responses Tamb0 & Balok. I was looking for ages trying to find some kind of tutorial on this, but all the tutorials I could find seemed to be for simply replacing textures... I'm about to try the above out, so will report back.

Thanks again, your help is much appreciated.
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helliehexx
 
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Post » Sat Nov 17, 2012 3:40 am

-snip-
Why not use a texture set instead? Only need to include the custom texture with the mod rather then the texture AND a nif?
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Ymani Hood
 
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Post » Sat Nov 17, 2012 9:27 am

Why not use a texture set instead?...

I've no idea what that means.

The above method is the only method I know of. If there's another way, please post it here.
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KiiSsez jdgaf Benzler
 
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Post » Sat Nov 17, 2012 6:32 am

I've no idea what that means.

The above method is the only method I know of. If there's another way, please post it here.
under miscellaneous/texture set in the object palette, create a new one, add your texture to the first slot and the normal map (if any) to the second slot in the list, save your new txset under a new name.
then open the original sign's base object, click the button that says "model", in the list, add your new texture to your desired model part in the list to the left (right-click the empty slot to add), save under a new name as a new base object, done. no additional nif needed, just your textures.

edit: when creating your texture set, uncheck "has specular map" (except if you have one of course) or you'll get odd lighting effects.
im not too sure about the "has model space normal map" box myself though, i tend to check it if there's any normal map in my set, but i'm not sure if this is in anyway needed or advisable (it's the "model space" part that has me a bit confused here)

edit2: in geck for fnv, retexturing a "furniture"-type object using a texture set made the game crash in most cases. no idea if this persists in skyrim though
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Mandi Norton
 
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Post » Sat Nov 17, 2012 9:43 am

Good to know. That sounds a lot easier.
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lolli
 
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Post » Sat Nov 17, 2012 11:33 am

Yeah, Texture Sets were added back with Fallout 3. They are rather handy. Skyrim uses them much more, and are in fact mandatory for any landscape textures you make.
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Miragel Ginza
 
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Post » Fri Nov 16, 2012 11:20 pm

I've made them for custom landscape textures, but I didn't realise that they could be added to mashes as easily.

I always thought that textures on a mesh were hard coded into the nif and had to be changed in nifscope. Thanks for the tip. :D
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dav
 
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Post » Sat Nov 17, 2012 4:52 am

I've made them for custom landscape textures, but I didn't realise that they could be added to mashes as easily.

I always thought that textures on a mesh were hard coded into the nif and had to be changed in nifscope. Thanks for the tip. :biggrin:
There are limitations to it. You cant use them on creatures and a few other things.
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Chenae Butler
 
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