| Creature Retextures | |
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| Topic Started: Mar 8 2008, 10:08 PM (115 Views) | |
| Sabian | Mar 8 2008, 10:08 PM Post #1 |
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Operative
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Originally by DJGamer: Creatures require a couple of extra steps, for Retexturing anything else, disregard the steps relating to the "x" files. Okay, go into your CS (for Morrowind) or Game CD (for Tribunal or Bloodmoon), and find the creature (or object) you wish to retexture. There are three different files for each feature. One "base" file, and two "x" files, only one of which actually seems to contain any model data. The purpose of the "x" files is unclear, but I believe they are related to animation, so for the sake of safety, include them. The creatures are in the "r" folder, armor is "a", weapons are "w", body parts are "b", clothing is "c", interiors are "i" and exteriors are "x", miscellaneous still is in "m", ingredients are in "n". I think that's everything. Copy them over to a folder of your choice, like in this image: ![]() Here I've got two creatures, the normal-sized horker, and the large one. We're only going to focus on one. I'll talk about the texture file just coming up. Now let's open up the base creature file in NIFSkope: ![]() Now click on the part of the creature or object you wish to retexture: (Note: The creature or object will appear all-white, since the textures haven't been copied yet-in this example I've already copied over the texture). ![]() This will take you to the proper TriShape for that texture. In this example, there's only one texture applied to the entire creature-in other cases there may be more than one, look for all the different TriShapes in order to find all the textures you wish to have changed. ![]() Go down the branches until you find the texture name. Look for the texture name in the Textures folder of your disc and copy it over to the same folder. ![]() Now it should look like that. You may need to close and re-open NIFSkope to view the creature with the texture applied. ![]() Open up the texture in your image-editing program, in this example it's Adobe Photoshop CS2 (Education Version). Note that you need the NVIDIA plug-in which you can download through a link in the Elder Scrolls website's Utilities page. GiMP is a good program I've been told if you want a free and legitimate program without paying hundreds of dollars or breaking any piracy laws-it's also I've heard compatable with the NVIDIA plug-in. ![]() When you're ready to save you'll get this dialouge. Usually, you'll just have to click save. If you get a pop-up about Alpha information being lost, you may want to save it as a DXT3 file as show above. I doubt it matters much for this particular model whether alpha information (transparency) is all that important, but better safe than sorry. When you're finished, click save. Then close and re-open NIFSkope to see how the texture looks when applied. ![]() If you like the way it looks, go back to your image-editing program and use "Save As" to change the name of the texture file. Then as shown above, click on the texture name to change it to the new texture. If there's no change in the model, then you've entered the new file name correctly. ![]() Now save the NIF File, it always operates like a "Save As". Try to keep the file name as short as possible, I like to remove all the vowels as shown here. This ensures there will be no errors as the CS doesn't like long file names (including sub-directories, we'll get to that later). Now you may want to open the second "x" file (in the case of a creature), change the texture to the new one, and save it with the same name but with a capital "X" before it. Afterwards, open the first one, do nothing, just save it with the same name as the previous one and it should be fine. You might get an error, probably ignore it, the file seems to save fine. Now, for organizing everything correctly. First, create a new folder. In Windows Vista, it's dealt with a bit differently than XP and '98. Here's how it works: ![]() Then you rename your first folder to Meshes, and a second one to Textures. ![]() Now, drag the texture file(s) to the Texture Folder, you may want to create a sub-folder inside of textures for additional organization, but not you'll have to add that sub-folder to the NIF File(s) texture data. I.E. djgamer/tx_cr_brwnhorker.dds Unlike the Mesh, the texture names and folders can be as long as you like, although it may be better to make them shorter, because they'll probably be easier for the game to load that way. Move the Meshes to the Mesh Folder. Open the Mesh folder and create yet another folder, make the name short (i.e. I use DJG, for DJGamer). Then copy the Meshes into that folder. For extra organization you may want to make a Data Files folder in which you move both Meshes and Textures into. That way you only need to copy one folder instead of two. So either copy the Meshes and Textures folders into the Data Files folder, or copy the Data Files folder (if you've created one), into the Morrowind main folder. Then you go through the usual steps to add the meshes into the CS. I hope this has been thorough enough. I'm not incredibly good at doing tutorials, if more screenshots or explanations are needed, please tell me. Thank you. Note: Had to change the maximum number of images per post from 10 to 15 to do this. At least having my own board means I can actually change that. lol Note also I'm using NIFSkope 0.9.6, later versions seem to have trouble opening certain files, including ones which use physiquing. This problem may have been resolved, but 0.9.6 works perfectly for my purposes in any case, and if you have any problems with the latest version, your best bet is to download 0.9.6, and maybe lodge one of many complaints I'm sure have been made about the issue. Edited by DJGamer, Mar 8 2008, 10:15 PM.
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| DJGamer | Mar 8 2008, 10:14 PM Post #2 |
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Mad God
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Forgot to give me credit for creating this thread to begin with.
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| Sabian | Mar 8 2008, 10:20 PM Post #3 |
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Operative
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lol, I WANTED THE FAME!
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| DJGamer | Mar 8 2008, 10:21 PM Post #4 |
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Mad God
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I'll credit you for something: You're copy and pasting skills are EXCELLENT!!
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| Sabian | Mar 8 2008, 10:27 PM Post #5 |
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Operative
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yes, yes they are. |
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| Irmekroache | Apr 12 2008, 09:58 PM Post #6 |
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Traveler
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yes, yes they are. |
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| DJGamer | Apr 12 2008, 10:18 PM Post #7 |
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Mad God
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Okay...you're just now responding to this with your own copy and paste skills. Well, that's just mad. I like it. -
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| Vanir | Apr 23 2008, 07:59 PM Post #8 |
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Who are you?
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You're copy and pasting skills are EXCELLENT!! Mine too!
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