Creating New Textures Is Easy
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Introduction[edit | edit source]
The goal here is to create a comprehensive texturing mod tutorial that will lead one from unpacking the BSA files, to the basics of applying a new texture to an object, to object placement in Oblivion through the Construction Set. A more advanced look at Photoshop techniques and NifSkope tools will then conclude this tutorial.
Please go ahead and edit this page if you want to place a new topic or streamline the existing text.
Also have a look at the Retex Guide, Reskinning Rudiments, and Normal Maps Basics.
Step One - Software[edit | edit source]
- Photoshop or similar image software to edit the .dds files: DDS Tools You'll most likely need a DDS plugin, for Photoshop it's the nVidia DDS plugin.
- Oblivion Mod Manager or another program to extract the BSA Files: Category:Tools: BSA Unpackers
- The Elder Scrolls Construction Set
- NifSkope and/or TR Retexturing Tool
For the basics Photoshop with the DDS Plugin and Oblivion Mod Manager (OBMM) alone can get your adjusted textures into Oblivion. The Construction Set will allow you to place the freshly textured item into Oblivion as a new item, among the endless possibilities. NifSkope is a powerful advanced tool.
Step Two - Unpacking the .BSAs[edit | edit source]
All the .dds texture files and the .nif mesh files exist within the compressed BSA Files located in Bethesda Softworks\Oblivion\Data. Extracting these files is easy with OBMM.
- In OBMM go to Utilities and click on BSA Browser.
- In the BSA Browser window click Open and double click the Oblivion - Textures - Compressed.bsa.
- Click Extract All and select a place on your hard drive to place this two gig folder. I suggest placing the files in your Data folder as \Bethesda Softworks\Oblivion\Data\BSA.
- Do the same process with the Oblivion - Meshes.bsa.
Step Three - Getting To Know the .DDS Texture Files[edit | edit source]
Items have two to three .dds files associated with them.
- The Color Map - The RGB file, named as the item itself, "helm.dds" for example
- Normal Map - The texture part of the texture files, affecting the height and smoothness of an surface on an item, named as the item plus _n - "helm_n.dds"
- Glow Map - The fluorescence of a surface is affected in this file, named as the item plus _g - "helm_g.dds" Not all items have a glow map, including the Elven helm.
Step Four - File Path[edit | edit source]
We will use the example of the Elven Helm from here through Step 7. We will create a new version of this helm.
- Create this file path:
Bethesda Softworks\Oblivion\Data\textures\armor\elven\m
- Copy helm.dds and helm_n.dds files from the BSA\textures\armor\elven\m folder and paste them into the new Data\textures\armor\elven\m folder you created.
You now have a backup version of the original Elven texture in both the extracted BSA folder and the compressed .bsa files. Simply deleting the new Data\..\elven folder will enable the default Elven textures.
Step Five - Color Map Adjustment[edit | edit source]
Lets do a quick color map change on the Elven Helm.
- Open up the helm.dds file in Photoshop.
- To get a clear effect, go to Image, Adjustment, Invert. The gold image is now a light blue. Good enough for now.
- File, Save. The nVidia DDS Format window will pop up.
- In the nVidia window - select DXT3 - select 2D Texture - select No MIP Maps
- Save
Step Six - Archive Invalidation through Oblivion Mod Manger[edit | edit source]
- In OBMM go to Utilities, Archive Invalidation
- Check Textures in 'File types to include'
- Click Update now
Step Seven - Viewing the Progress Within Oblivion[edit | edit source]
Load Oblivion and you should find the Elven Helm to be blue. Good Job, mod creator!!
Take some screen shots of the helm to provide accurate perspective while adjusting the texture in Photoshop.
Troubleshooting[edit | edit source]
If the helm has not changed check the file path you created, an error here is the most likely cause for the new texture to not appear.
The helm.dds should be in Bethesda Softworks\Oblivion\Data\textures\armor\elven\m
Step Eight - Obtaining an Item Through the Console[edit | edit source]
This section will be corrected shortly. Go to Tes4Mod:FormId to view the information that should be included in this topic.
If you do not have the Elven Helm in your inventory, you can get it with the PlaceAtMe console command. You will need the FormID for the item to do so.
- Open up the TES Construction Set
- Go to File, Data, select the Oblivion.esm as the Active File
- Find the ElvenHelmet in the Object Window through Items, Armor, Elven
- If you see the fields listed as 'Editor ID, Count, User, Type..' you need to expand the vertical field dividing line between Editor ID and Count. Drag this line to the right to show the Form ID field.
- Write down the ElvenHelm Form ID
- Open Oblivion, press ~ to show the console, type in the command below - without the quotes surrounding the Form ID. The item should appear in front of you.
player.placeatme "Form ID here" 1, 256, 0
Step Nine - ??[edit | edit source]
- Creating New Textures Is Easy is not yet complete!! Some upcoming topics:
- Alpha Channels
- Normal Maps
- Glow Maps
- Photoshop Techniques
- NifSkope
- Construction Set -- Creating new Item IDs - Placing the items in Oblivion