Difference between revisions of "How To Create New Re-Textured Items"

removed some unnecessary bolding on path names (was difficult to read in the code box) and removed some unnecessary Break tags.
imported>Qazaaq
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imported>DragoonWraith
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==Populate Your Project Folder==
==Populate Your Project Folder==


1. Pick a 3D object/mesh to modify.  For example, let us say you want to modify the steel sword and fur cuirass.<br>
1. Pick a 3D object/mesh to modify.  For example, let us say you want to modify the steel sword and fur cuirass.
 
2. Find the related meshes which will be the following in this case:<br>
2. Find the related meshes which will be the following in this case:<br>


  '''E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\f\cuirass.nif'''
  E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\f\cuirass.nif
  '''E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\f\cuirass_gnd.nif'''
  E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\f\cuirass_gnd.nif
  '''E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\m\cuirass.nif'''
  E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\m\cuirass.nif
  '''E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\m\cuirass_gnd.nif'''
  E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\m\cuirass_gnd.nif
  '''E:\Games\Oblivion\BSA Commander\Out\Meshes\Weapons\Steel\longsword.nif'''
  E:\Games\Oblivion\BSA Commander\Out\Meshes\Weapons\Steel\longsword.nif
 
3. Copy them to your project folder in the Oblivion Data folder.  Example:


3. Copy them to your project folder in the Oblivion Data folderExample:<br>
E:\Games\Oblivion\Data\Meshes\Armor\MyMod\f\cuirass.nif
E:\Games\Oblivion\Data\Meshes\Armor\MyMod\f\cuirass_gnd.nif
  E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass.nif
E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass_gnd.nif
E:\Games\Oblivion\Data\Meshes\Weapons\MyMod\longsword.nif


'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\f\cuirass.nif'''
4. Open longsword.nif using NifSkopeNotice that the texture path points to
'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\f\cuirass_gnd.nif'''
  textures\weapons\SteelLongsword02.dds
'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass.nif'''
  '''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass_gnd.nif'''
  '''E:\Games\Oblivion\Data\Meshes\Weapons\MyMod\longsword.nif'''


4. Open longsword.nif using NifSkope.  Notice that the texture path points to '''textures\weapons\SteelLongsword02.dds'''<br>
5. Go back into the BSA Commander Out folder and find/copy the texture to your project folder.  Also grab any files that have the same name but with a '''_n''' (Normal Map) or '''_g''' (Glow Map) at the end.  Example:
5. Go back into the BSA Commander Out folder and find/copy the texture to your project folder.  Also grab any files that have the same name but with a '''_n''' (Normal Map) or '''_g''' (Glow Map) at the end.  Example:<br>


  '''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02.dds'''
  E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02.dds
  '''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02_n.dds'''
  E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02_n.dds


6. I would recommend renaming the textures to match the name of the NIF file using them.  Example:<br>
6. I would recommend renaming the textures to match the name of the NIF file using them.  Example:


  '''steellongsword02.dds --> longsword.dds'''
  steellongsword02.dds --> longsword.dds
  '''steellongsword02_n.dds --> longsword_n.dds'''
  steellongsword02_n.dds --> longsword_n.dds


7. Go back to NifSkope and change the texture path to use your custom texture.  Example:<br>
7. Go back to NifSkope and change the texture path to use your custom texture.  Example:


  '''textures\weapons\MyMod\longsword.dds'''
  textures\weapons\MyMod\longsword.dds


8. Repeat this process of finding and copying the DDS textures for all NIF files in your project folder.  An exception to this process are the body textures found under textures/characters which are normally left alone since you do not want to alter the skin of the player.  Example:<br>
8. Repeat this process of finding and copying the DDS textures for all NIF files in your project folder.  An exception to this process are the body textures found under textures/characters which are normally left alone since you do not want to alter the skin of the player.  Example:


  '''E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass.dds'''
  E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass.dds
  '''E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass_n.dds'''
  E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass_n.dds
  '''E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass.dds'''
  E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass.dds
  '''E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass_n.dds'''
  E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass_n.dds
  '''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword.dds'''
  E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword.dds
  '''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword_n.dds'''
  E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword_n.dds


9. You will also might want to create custom menu icons as well.  At the beginning, you can create placeholders until you finish with your changes and create the custom icons.  Find and copy existing menu icons to your project folder.  Example:<br>
9. You will also might want to create custom menu icons as well.  At the beginning, you can create placeholders until you finish with your changes and create the custom icons.  Find and copy existing menu icons to your project folder.  Example:


  '''Copy From''':<br>
  Copy From:<br>
  '''E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\armor\fur\f\cuirass.dds'''
  E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\armor\fur\f\cuirass.dds
  '''E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\armor\fur\m\cuirass.dds'''
  E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\armor\fur\m\cuirass.dds
  '''E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\weapons\steellongsword.dds'''
  E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\weapons\steellongsword.dds


  '''Copy To''':
  Copy To:
  '''E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\f\cuirass.dds'''
  E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\f\cuirass.dds
  '''E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\m\cuirass.dds'''
  E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\m\cuirass.dds
  '''E:\Games\Oblivion\Data\textures\menus\icons\weapons\MyMod\longsword.dds'''
  E:\Games\Oblivion\Data\textures\menus\icons\weapons\MyMod\longsword.dds


10. Use DDS Converter to convert all DDS files into Adobe Photoshop PSD files.<br>
10. Use DDS Converter to convert all DDS files into Adobe Photoshop PSD files.


==Texture Changes==
==Texture Changes==
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# You can manually copy all your files over or you can use a helpful utility called [http://www.tessource.net/files/file.php?id=8489 TES4Files] that will do most of the work for you. (Tutorial: [[How To Prep Mod Files Using TES4Files]])
# You can manually copy all your files over or you can use a helpful utility called [http://www.tessource.net/files/file.php?id=8489 TES4Files] that will do most of the work for you. (Tutorial: [[How To Prep Mod Files Using TES4Files]])


  '''C:\MyMod\Meshes\Armor\MyMod\'''
  C:\MyMod\Meshes\Armor\MyMod\
  '''C:\MyMod\Meshes\Weapons\MyMod\'''
  C:\MyMod\Meshes\Weapons\MyMod\
  '''C:\MyMod\Textures\Armor\MyMod\'''
  C:\MyMod\Textures\Armor\MyMod\
  '''C:\MyMod\Textures\Weapons\MyMod\'''
  C:\MyMod\Textures\Weapons\MyMod\
  '''C:\MyMod\Textures\Menus\Icons\Armor\MyMod\'''
  C:\MyMod\Textures\Menus\Icons\Armor\MyMod\
  '''C:\MyMod\Textures\Menus\Icons\Weapons\MyMod\'''
  C:\MyMod\Textures\Menus\Icons\Weapons\MyMod\
  '''C:\MyMod\MyMod.esp'''
  C:\MyMod\MyMod.esp


==Readme File==
==Readme File==
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Use the [http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Readme Generator] to create a readme file (use the OMOD-Ready template type) and name it something like '''MyMod Readme.txt''' and place it in the root of your distribution folder.
Use the [http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Readme Generator] to create a readme file (use the OMOD-Ready template type) and name it something like '''MyMod Readme.txt''' and place it in the root of your distribution folder.


  '''C:\MyMod\MyMod Readme.txt'''
  C:\MyMod\MyMod Readme.txt


==Create a Distribution Archive==
==Create a Distribution Archive==
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# Open Oblivion Mod Manager and follow [[How To Create an OMOD]] - click Create, Add Archive, pick C:\MyMod\MyMod.7z
# Open Oblivion Mod Manager and follow [[How To Create an OMOD]] - click Create, Add Archive, pick C:\MyMod\MyMod.7z
# Set all of the field names, add a short description in the description button, add a screenshot and click Create
# Set all of the field names, add a short description in the description button, add a screenshot and click Create
# Now that we have an OMOD created, we need to follow [[How To Convert an OMOD to an OMOD-Ready Archive]] by right-clicking on the OMOD name and select '''Convert To Archive'''.  Name it something like '''MyMod 1.0 OMOD-Ready.7z''' and then answer Yes to include OMOD Conversion Data.
# Now that we have an OMOD created, we need to follow [[How To Convert an OMOD to an OMOD-Ready Archive]] by right-clicking on the OMOD name and select Convert To Archive.  Name it something like MyMod 1.0 OMOD-Ready.7z and then answer Yes to include OMOD Conversion Data.
# Take this new OMOD-Ready archive and related screenshots and [http://www.tessource.net/tutorials/tutorial.php?id=31 upload it to TESSource.net].
# Take this new OMOD-Ready archive and related screenshots and [http://www.tessource.net/tutorials/tutorial.php?id=31 upload it to TESSource.net].


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Go to [http://www.bethsoft.com/bgsforums/index.php?showforum=25 The Elder Scrolls Mod Forums] and create a new topic to let the world know about your new mod.
Go to [http://www.bethsoft.com/bgsforums/index.php?showforum=25 The Elder Scrolls Mod Forums] and create a new topic to let the world know about your new mod.


Title: '''[RELz] MyMod'''<br>
Title: '''[RELz] MyMod'''<br />
Contents: Paste the contents of your readme file here.  You can omit the install/uninstall section if you like.  Be sure to include a link to the download location.<br>
Contents: Paste the contents of your readme file here.  You can omit the install/uninstall section if you like.  Be sure to include a link to the download location.<br>