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

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==Overview==
==Overview==
This process basically involves taking existing 3D objects/meshes (NIF) and textures (DDS) that come with Oblivion, editing them, adding them to the game via the Construction Set and then posting them on the net.
This process basically involves taking existing 3D objects/meshes (NIF) and textures (DDS) that come with Oblivion, editing them, adding them to the game via the Construction Set and then posting them on the net.
'''Created by''': LHammonds<br>
'''Date Last Modified''': 19:59, 27 July 2007 (EDT)<br>
'''Last Modified by''': [[User:Lhammonds|lhammonds]]<br>


==Required Tools==
==Required Tools==
* [http://www.7-zip.org 7-Zip] (this allows you to compress your mod files into a single compressed file)
* [http://www.tesnexus.com/downloads/file.php?id=15579 7-Zip] (this allows you to compress your mod files into a single compressed file)
* [http://www.tessource.net/files/file.php?id=3311 BSA Commander] (this will allow you to open '''Oblivion - Textures - Compressed.bsa''' and extract DDS Textures)
* [http://www.tesnexus.com/downloads/file.php?id=3311 BSA Commander] (this will allow you to open '''Oblivion - Textures - Compressed.bsa''' and extract DDS Textures)
* [http://www.tessource.net/files/file.php?id=8698 DDS Converter 2] (this will allow you to convert DDS files into PSD Photoshop files and then back to DDS format when done)
* [http://www.tesnexus.com/downloads/file.php?id=8698 DDS Converter 2] (this will allow you to convert DDS files into PSD Photoshop files and then back to DDS format when done)
* [http://niftools.sourceforge.net/wiki/NifSkope NifSkope] (this updates the texture paths in the NIF files)
* [http://niftools.sourceforge.net/wiki/NifSkope NifSkope] (this updates the texture paths in the NIF files)
* [http://www.tessource.net/files/file.php?id=2097 Oblivion Mod Manager]
* [http://www.tesnexus.com/downloads/file.php?id=2097 Oblivion Mod Manager]
* A Graphics Editor (such as [http://www.tessource.net/files/file.php?id=11909 Paint.NET], [http://www.gimp.org GIMP], [http://www.tessource.net/files/file.php?id=11895 GIMPShop], [http://www.paintshoppro.com/ Paint Shop Pro] or [http://www.adobe.com/photoshop Adobe Photoshop])
* A Graphics Editor (such as [http://www.tesnexus.com/downloads/file.php?id=11909 Paint.NET], [http://www.tesnexus.com/downloads/file.php?id=14920 GIMP], [http://www.tesnexus.com/downloads/file.php?id=11895 GIMPShop], [http://www.paintshoppro.com/ Paint Shop Pro] or [http://www.adobe.com/photoshop Adobe Photoshop])


==Preliminary Work==
==Preliminary Work==
# Determine a brief and descriptive name for your project.  For this tutorial, we will use MyMod and pretend it is descriptive.
# Determine a brief and descriptive name for your project.  For this tutorial, we will use MyMod and pretend it is descriptive.
# Determine a unique abbriviation of your project name to be used as the prefix to every ID you use in the plugin.  Example: MyMod.
# Determine a unique abbreviation of your project name to be used as the prefix to every ID you use in the plugin.  Example: MyMod.
# Install BSA Commander, DDS Converter 2 and NifSkope.
# Install BSA Commander, DDS Converter 2 and NifSkope.
# Use BSA Commander and extract Oblivion BSA files to someplace you have room.
# Use BSA Commander and extract Oblivion BSA files to someplace you have room.
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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'''<br>
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'''<br>
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'''<br>
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'''<br>
E:\Games\Oblivion\BSA Commander\Out\Meshes\Armor\Fur\m\cuirass_gnd.nif
'''E:\Games\Oblivion\BSA Commander\Out\Meshes\Weapons\Steel\longsword.nif'''<br>
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'''<br>
4. Open longsword.nif using NifSkope. Notice that the texture path points to
'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\f\cuirass_gnd.nif'''<br>
textures\weapons\SteelLongsword02.dds
'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass.nif'''<br>
'''E:\Games\Oblivion\Data\Meshes\Armor\MyMod\m\cuirass_gnd.nif'''<br>
'''E:\Games\Oblivion\Data\Meshes\Weapons\MyMod\longsword.nif'''<br>


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'''<br>
E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02.dds
'''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\steellongsword02_n.dds'''<br>
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'''<br>
steellongsword02.dds --> longsword.dds
'''steellongsword02_n.dds --> longsword_n.dds'''<br>
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'''<br>
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'''<br>
E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass.dds
'''E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass_n.dds'''<br>
E:\Games\Oblivion\Data\Textures\Armor\MyMod\f\cuirass_n.dds
'''E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass.dds'''<br>
E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass.dds
'''E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass_n.dds'''<br>
E:\Games\Oblivion\Data\Textures\Armor\MyMod\m\cuirass_n.dds
'''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword.dds'''<br>
E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword.dds
'''E:\Games\Oblivion\Data\Textures\Weapons\MyMod\longsword_n.dds'''<br>
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'''<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\m\cuirass.dds'''<br>
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'''<br>
E:\Games\Oblivion\BSA Commander\out\textures\menus\icons\weapons\steellongsword.dds


'''Copy To''':<br>
Copy To:
'''E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\f\cuirass.dds'''<br>
E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\f\cuirass.dds
'''E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\m\cuirass.dds'''<br>
E:\Games\Oblivion\Data\textures\menus\icons\armor\MyMod\m\cuirass.dds
'''E:\Games\Oblivion\Data\textures\menus\icons\weapons\MyMod\longsword.dds'''<br>
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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# Click the Female Icon Image button and set it to your female cuirass.dds icon in your project folder.
# Click the Female Icon Image button and set it to your female cuirass.dds icon in your project folder.
# Click OK to close the dialog box and answer YES to create a new form.
# Click OK to close the dialog box and answer YES to create a new form.
# Rinse, lather and repeat for all other pices you have.
# Rinse, lather and repeat for all other pieces you have.


==Object Enchantment==
==Object Enchantment==
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You can enchant these items as well.  If you do so, I recommend creating two versions...one set enchanted and the other non-enchanted.  After creating the normal versions, you can quickly create enchanted versions by opening your item, such as '''MyModLongsword''' and changing the ID to '''MyModEnchLongsword''' and clicking OK and answering YES to create a new form.  Once you do this for all your items, you will have a new group of items with '''Ench''' in the ID to let you know which ones are to be enchanted.
You can enchant these items as well.  If you do so, I recommend creating two versions...one set enchanted and the other non-enchanted.  After creating the normal versions, you can quickly create enchanted versions by opening your item, such as '''MyModLongsword''' and changing the ID to '''MyModEnchLongsword''' and clicking OK and answering YES to create a new form.  Once you do this for all your items, you will have a new group of items with '''Ench''' in the ID to let you know which ones are to be enchanted.


Follow this tutorial for creating enchantments but you only need to read the section called '''Enchant the New Item''' since you have already done everything else: [http://www.tessource.net/tutorials/tutorial.php?id=53 How To Add Items and Enchantments]
Follow this tutorial for creating enchantments but you only need to read the section called '''Enchant the New Item''' since you have already done everything else: [http://www.tesnexus.com/articles/article.php?id=53 How To Add Items and Enchantments]


==Object Placement==
==Object Placement==
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If you are using Construction Set version 1.0, the internal version number of the .esp plugins it creates is version 0.8 and has no requirement other than Oblivion 1.0.
If you are using Construction Set version 1.0, the internal version number of the .esp plugins it creates is version 0.8 and has no requirement other than Oblivion 1.0.


If you are using Construction Set version 1.2, the internal version number of the .esp plugins it creates is version 1.0 and requires at least Oblivion 1.1.511 before it even acts like the plugin is installed.  If you created a plugin that doesn\'t really require anything from Oblivion 1.1 or 1.2 patches, use a tool to back-rev the internal version number from 1.0 to 0.8 as the last thing you do before packaging your mod.
If you are using Construction Set version 1.2, the internal version number of the .esp plugins it creates is version 1.0 and requires at least Oblivion 1.1.511 before it even acts like the plugin is installed.  If you created a plugin that does not really require anything from Oblivion 1.1 or 1.2 patches, use a tool to back-rev the internal version number from 1.0 to 0.8 as the last thing you do before packaging your mod.


[http://www.tessource.net/files/file.php?id=11680 ESPluginCracker] does a good job at determining which version number your .esp plugin is at as well as setting it to 0.8 or 1.0.
[http://www.tesnexus.com/downloads/file.php?id=11680 ESPluginCracker] does a good job at determining which version number your .esp plugin is at as well as setting it to 0.8 or 1.0.


Here is a tutorial for more information: [[How To Back-Rev Your Plugin]]
Here is a tutorial for more information: [[How To Back-Rev Your Plugin]]
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# Create a temporary distribution folder to place all your files in such as C:\MyMod\
# Create a temporary distribution folder to place all your files in such as C:\MyMod\
# 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] ([http://www.tessource.net/tutorials/tutorial.php?id=54 tutorial]) that will do most of the work for you.
# You can manually copy all your files over or you can use a helpful utility called [http://www.tesnexus.com/downloads/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\'''<br>
C:\MyMod\Meshes\Armor\MyMod\
'''C:\MyMod\Meshes\Weapons\MyMod\'''<br>
C:\MyMod\Meshes\Weapons\MyMod\
'''C:\MyMod\Textures\Armor\MyMod\'''<br>
C:\MyMod\Textures\Armor\MyMod\
'''C:\MyMod\Textures\Weapons\MyMod\'''<br>
C:\MyMod\Textures\Weapons\MyMod\
'''C:\MyMod\Textures\Menus\Icons\Armor\MyMod\'''<br>
C:\MyMod\Textures\Menus\Icons\Armor\MyMod\
'''C:\MyMod\Textures\Menus\Icons\Weapons\MyMod\'''<br>
C:\MyMod\Textures\Menus\Icons\Weapons\MyMod\
'''C:\MyMod\MyMod.esp'''<br>
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://thenexusforums.com/index.php?showtopic=27968 upload it to TESNexus.com].


==Create a RELz Thread==
==Create a RELz Thread==


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://forums.bethsoft.com/index.php?/forum/25-mods/ 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>


==Reference==
==Reference==
[http://www.tessource.net/tutorials/tutorial.php?id=66 TESSource Tutorial]
[http://www.tesnexus.com/articles/article.php?id=66 TESNexus Tutorial]


[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Tools_Tutorials]]
[[Category:Tools_Tutorials]]
[[Category:Miscellaneous_Tutorials]]
[[Category:NifSkope Tutorials]]
[[Category:Modeling_and_Texturing_Tutorials]]
[[Category:Tutorials]]
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