» Wed Jun 20, 2012 10:16 pm
@MannyGT: heres how i made my http://skyrim.nexusmods.com/downloads/file.php?id=12104 resource.
1- After unpacking the BSAs, import largeimperialtent01.nif in 3dsmax. You can capture the mesh texture using the eyedropper tool in the Material Editor and then change the diffuse map with your own.
2- Edit and removed the imperial crest and red ribbon. Then export as nif, make sure Collision and Generate Strips are uncheck, and that Root Node Type is set to BSFadeNode
3- Open two instances of NifSkope, one with the vanilla largeimperialtent01.nif, the other with your new nif.
4- First go to BSShaderTextureSet and fix your texture paths, should look like this textures\architecture\tents\largeimperialtent.dds (do both)
5- Then in BSLightingShaderProperty, make sure the shader flags are the same as the original (by comparing to the vanilla nif opened in the other nifskope). Change UV Scale to X 1.0000 Y 1.0000. Emissive Multiple to 1. And Texture Clamp Mode to WRAP_S_WRAP_T. Save.
6- Select the NiTriShape and Ctrl+C it (copy). Go back to the nifskope with the vanilla nif, select BSFadeNode and Ctrl+V it (paste). Delete Ctrl+Del the old one. Save to a new name.
7- Put in your skyrim\date\meshes\... folder and import in CK. Your done.
Like i said though, this is only for light modification of existing meshes. As of now, im not wasting any time trying to make crappy collision for a new mesh. Im waiting for a proper niftools plugin.