Difference between revisions of "NifSkope Alchemy"

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No change in size ,  17:59, 20 September 2006
m
Fixed capitalization of NifSkope.
imported>Shon
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imported>Shon
m (Fixed capitalization of NifSkope.)
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Discussion for this guide can be found [http://www.elderscrolls.com/forums/index.php?showtopic=380540 Here.]
Discussion for this guide can be found [http://www.elderscrolls.com/forums/index.php?showtopic=380540 Here.]


So, you've unpacked your .bsa files.  You know the basics of retexturing, and you have a fairly good grasp of how normal maps work.  You've taken a gander as to how nifskope works, and know that you can replace or modify the data given in a .nif file, but aren't sure where to start?  Or, none of the above, in which case you might be reading the wrong guide :)
So, you've unpacked your .bsa files.  You know the basics of retexturing, and you have a fairly good grasp of how normal maps work.  You've taken a gander as to how NifSkope works, and know that you can replace or modify the data given in a .nif file, but aren't sure where to start?  Or, none of the above, in which case you might be reading the wrong guide :)


''Let's rock.''
''Let's rock.''
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==Base Textures==
==Base Textures==


To start with textures, it is important to note that Nifskope needs to be configured properly.  Go to the Spells menu >Textures>Folders.  Select Oblivion's Data\ folder.  Not the textures folder, this spell sets Data\ as the base folder, and will fill in the correct path when you select a new texture file.  Nifskope will use /'s instead of \'s in the path.  This will only cause problems if you are referencing a texture from within the Oblivion .bsa files.  Onward!
To start with textures, it is important to note that NifSkope needs to be configured properly.  Go to the Spells menu >Textures>Folders.  Select Oblivion's Data\ folder.  Not the textures folder, this spell sets Data\ as the base folder, and will fill in the correct path when you select a new texture file.  NifSkope will use /'s instead of \'s in the path.  This will only cause problems if you are referencing a texture from within the Oblivion .bsa files.  Onward!




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You can also assign a glow map in nifskope.  I know of a couple Oblivion nifs that have done this, and it doesn't seem to cause problems.  Right click the NiTexturingProperty, and select Texture>Add Glow map.  This method is really only good for seeing what you are doing in nifskope, and only serves to make your nif a little bit bigger in filesize.  But it can be handy to see what you are doing, if you need a reference while you are working on your textures.
You can also assign a glow map in NifSkope.  I know of a couple Oblivion nifs that have done this, and it doesn't seem to cause problems.  Right click the NiTexturingProperty, and select Texture>Add Glow map.  This method is really only good for seeing what you are doing in NifSkope, and only serves to make your nif a little bit bigger in filesize.  But it can be handy to see what you are doing, if you need a reference while you are working on your textures.


==Hair==
==Hair==
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