Retexuring the FX Files

Post » Sat Nov 17, 2012 7:07 pm

How do I do it? I opened it in Nifskope and can't find the texture property to change it's color. For reference, I'm trying to change this one:
"staffofmagnusbolt01".

Can anybody explain it to me?
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Cayal
 
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Post » Sun Nov 18, 2012 1:30 am

bump
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chinadoll
 
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Post » Sun Nov 18, 2012 3:48 am

Textures of a nif are found under the NiTriShape > BSLightingShaderProperty > BSShaderTextureSet.
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Stephani Silva
 
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Post » Sat Nov 17, 2012 3:52 pm

you should also check to see if the nif was painted with vertex colors. if that is the case, you will have to manually change the color on every vertex.
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Kayla Bee
 
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Post » Sun Nov 18, 2012 1:21 am

Textures of a nif are found under the NiTriShape > BSLightingShaderProperty > BSShaderTextureSet.
That's not the case for most FX nifs.

@OP

Look under any BSEffectShaderProperty blocks you find. There are a few textures that define the look of the FX, but some of it may be hardcoded into the NIF under various obscure settings that haven't been decoded by the NifSkope team. For example "watersplashphys.nif", I haven't been able to figure out how it refers to the textures it does.

For your NIF, there are several blocks to look under; the block indices are 94, 98, 102, 109, 115, 121 .. Some of the other controller blocks define the width of the beam and such. However, color I am not sure about. It could very well be separate from the textures, and you may not have to touch the textures. The emissive color in block 102 is blue for example.
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Epul Kedah
 
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Post » Sun Nov 18, 2012 3:43 am

Thank you everyone for the help, but I'm still no closer to figuring it out...

The emissive color in block 102 is blue for example.
How can you tell that? I don't see any options for color.
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KIng James
 
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Post » Sun Nov 18, 2012 1:30 am

Actually! Figured out where it pulls the texture from. If you look in the Block details, you see a box called "Source Texture". You have to be clicking on the BSEffectShadingProperty to see it. I think I can alter that and redirect it to my texture to make this work. I also will change the color will to my color too.


EDIT: After spending almost 2 hours trying to fix only 3 FX, I went in-game to test, and got a texture error (When the textures were where they were supposed to be). SO, that method doesn't work.
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Siobhan Thompson
 
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Post » Sun Nov 18, 2012 1:24 am

Actually! Figured out where it pulls the texture from. If you look in the Block details, you see a box called "Source Texture". You have to be clicking on the BSEffectShadingProperty to see it. I think I can alter that and redirect it to my texture to make this work. I also will change the color will to my color too.


EDIT: After spending almost 2 hours trying to fix only 3 FX, I went in-game to test, and got a texture error (When the textures were where they were supposed to be). SO, that method doesn't work.
Sorry, I thought it was pretty obvious you had to actually look in the block to edit textures, emissive color, etc. :smile: I did say you need to look "under" those blocks.

Same goes for Emissive Color, like I mentioned. There is simply a line with Emissive Color in the BSEffectShaderProperty, and a color picker lets you choose a new color.

As for your error, "texture error" is extremely vague. Do you get errors when previewing the NIFs in the CK or the CK Previewer (Open With > Creation Kit on a NIF?) ... I always get errors about "null" missing a diffuse map when previewing NIFs.

Anyway, I took 2 seconds and changed the emissive from cyan to magenta. It made it multi-colored, so there must be some cyan color defined elsewhere. You may want to look at the gradient textures, which are at the bottom of the same blocks under "Greyscale Texture".

Edit:

To finish my color change to magenta I simply made hue-shifted (Hue/Saturation layer in Photoshop, send Cyan > Magenta) versions of "gradshockexplosion.dds" and "gradmagicanomaly.dds", and then I put a "2" on the end of the filenames and edited the path to the Greyscale Texture in each block. It looks fine in the CK Previewer.
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Sweets Sweets
 
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Post » Sat Nov 17, 2012 2:11 pm

Sorry, I thought it was pretty obvious you had to actually look in the block to edit textures, emissive color, etc. :smile: I did say you need to look "under" those blocks.

Same goes for Emissive Color, like I mentioned. There is simply a line with Emissive Color in the BSEffectShaderProperty, and a color picker lets you choose a new color.

As for your error, "texture error" is extremely vague. Do you get errors when previewing the NIFs in the CK or the CK Previewer (Open With > Creation Kit on a NIF?) ... I always get errors about "null" missing a diffuse map when previewing NIFs.

Anyway, I took 2 seconds and changed the emissive from cyan to magenta. It made it multi-colored, so there must be some cyan color defined elsewhere. You may want to look at the gradient textures, which are at the bottom of the same blocks under "Greyscale Texture".

Edit:

To finish my color change to magenta I simply made hue-shifted (Hue/Saturation layer in Photoshop, send Cyan > Magenta) versions of "gradshockexplosion.dds" and "gradmagicanomaly.dds", and then I put a "2" on the end of the filenames and edited the path to the Greyscale Texture in each block. It looks fine in the CK Previewer.
That is exactly what I did. I turned everything yellow/orangish (I'm trying to make a beam of light) and got this error:

I figured it out. Super simple mistake. In my data files I had "gradient" instead of "Gradients" so it wasn't going to the textures. I'll post to see how this works, and in gratitude, I think I'll make a tutorial for it.

EDIT: Going through all of that took an extremely long time, is there any way to cut down on manually looking at every block?
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Zoe Ratcliffe
 
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Post » Sun Nov 18, 2012 3:57 am

EDIT: Nevermind, got it.
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Lily Something
 
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Post » Sat Nov 17, 2012 7:02 pm

I'm working on a new spell.

I'm having a problem finding the source of the orange in it:
http://www.youtube.com/watch?v=SgMCb1naNE0&feature=youtu.be

I've changed the hit shader, casting mesh, and projectile mesh. I'm completly sure that I replaced everything in all of these. Is there something that causes the orange? It only happens when it hits statics like walls, floors, etc.
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Bethany Short
 
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Post » Sat Nov 17, 2012 7:44 pm

That would be the impact fx.
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N Only WhiTe girl
 
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Post » Sun Nov 18, 2012 3:13 am

Where would I change that at? I have changed the shadder, projectile, and handfx, I don't see any options for impact fx.
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Dalia
 
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Post » Sun Nov 18, 2012 3:01 am

Its in the magic effect of the spell.
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TRIsha FEnnesse
 
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Post » Sun Nov 18, 2012 12:46 am

http://i1142.photobucket.com/albums/n620/slaaneshthecorruptor/Untitled.jpg

Here is what I have set up. Can you tell me which box the impact thing belongs to?

Everything except my stuff is blank, so I don't know how it is using the normal fire stuff.
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sophie
 
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Post » Sat Nov 17, 2012 10:17 pm

Pretty sure it is in the "Impact Data Set" field. If that doesn't work I don't really know.
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zoe
 
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Post » Sun Nov 18, 2012 4:01 am

I changed that and it didn't help. Oh well. I'll just leave it be, it's not really a big deal in this case.
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jenny goodwin
 
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