Dmitri2033 Posted May 15, 2019 Posted May 15, 2019 I'm trying to backport a balaclava from Skyrim to Oblivion, I think/hope I've converted it into whatever format Oblivion uses. The balaclava uses textures from another mod which fit it perfectly. I go into the Oblivion CK, and discover to my horror it's not like Skyrim CK when it comes to setting up textures. I believe there's another mod in Oblivion that also has textures which would fit my model. Could someone teach me/direct me to a video which explains as simply as possible how to apply textures to models for Oblivion? My definition of "simple" is NightasyTutorials simple, but as far as I can tell he only covered Skyrim.
movomo Posted May 15, 2019 Posted May 15, 2019 It was named Construction Set since Morrowind era so it's called CS rather than CK. And no it came out eons before CK, your argument is invalid. Jokes aside, reassigning texture is easier (if a bit inefficient) than Skyrim. Just open the nif file and look for the NiTexturingProperty > NiSourceTexture. You have only one thing to care about there: File Name, relative to <progpath>\data. If you want color variants, you just make different nif files and assign them to different objects in CS.
Dmitri2033 Posted May 16, 2019 Author Posted May 16, 2019 I knew it was Creation Something-that-was-not-kit, but I couldn't remember so I just threw kit out there. Thanks for the advice, I'll give it a shot when I can!
TDA Posted May 17, 2019 Posted May 17, 2019 as far as I remember, models with a skin modifier will look darker than in Skyrim . For body textures this is definitely accurate. I do not know why it happened, but I remember that I made the textures lighter for Oblivion .
movomo Posted May 17, 2019 Posted May 17, 2019 I'd say that is totally up to how you set up your skin shader and how the character's facial overlays are.
TDA Posted May 17, 2019 Posted May 17, 2019 1 hour ago, movomo said: I'd say that is totally up to how you set up your skin shader and how the character's facial overlays are. Is there a skin shader in oblivion? I'm talking about the modifier that controls geometry through the skeleton. In short, I ported part of the body from Skyrim to Oblivion. Its native texture looks dark through the render of the Oblivion engine. However, this happened only with the body (for the clothes perhabs too, I did not try). Models of statics and other things have a normal shade after porting in Oblivion. This is my experience. ( One person explained something about it, but for me it’s too high level, I’m not a pro in game design. )
movomo Posted May 17, 2019 Posted May 17, 2019 41 minutes ago, TDA said: Is there a skin shader in oblivion? Sure there is one. Otherwise you wouldn't be able to customize your character's skin in the first place. Any material named skin will look for the right texture for the race and will enable the skin shader. There are other shaders that are enabled similar way. Vanilla game does have the skin shader if a bit of sub-optimal by today's standard. Then there's Oblivion Reloaded. I don't remember if I could customize the skin shader with ENB, iirc it was like no more than adjusting the ambient occlusion effect which has a bad side effect of making you look like a plastic toy. But I know it can be done with OR and it's a good stuff. Plus there's the facegen. As you move the skin tone slider in the race menu, a set of overlay textures are applied to your base diffuse map. You'll find them if you unpack the .egt file. I think this is the cause for the darker skin in game issue you've had. 45 minutes ago, TDA said: I'm talking about the modifier that controls geometry through the skeleton. But I don't understand what you meant by this. Well I think "the modifier that controls geometry through the skeleton" is called animation. What does this have to do with skin shader? Maybe you were refering to the 'skinned' models that have specific vertex weights so that they could be controlled by bone animations, like clothings? In that case I don't think their textures look any different in game, unless it's a skin of course.
TDA Posted May 17, 2019 Posted May 17, 2019 55 minutes ago, movomo said: But I don't understand what you meant by this. omg this is skin modificator - but not because of the skin modifier, but just to easily distinguish, the essence - you see this modifier, the model will be darker
TDA Posted May 17, 2019 Posted May 17, 2019 1 hour ago, movomo said: That's NOT a valid NiProperty for Oblivion. skinning (or skin modifier) is a general concept in 3D character design . Here, in the picture, its counterpart + the ability to cut parts in the Skyrim engine . But alright.
movomo Posted May 18, 2019 Posted May 18, 2019 4 hours ago, TDA said: skinning (or skin modifier) is a general concept in 3D character design . I know that too, mate. And it's not like Oblivion has any problem with skinned models in general. lf a ported model looks wrong then it's ported wrong. But I think some kind of language barrier is at work here. I give up.
Dmitri2033 Posted May 26, 2019 Author Posted May 26, 2019 Right, turns out the steps for getting a model into Skyrim is different than Oblivion, or New Vegas meshes are set up differently than Oblivion, cos the model is invisible/not working in Oblivion. Anyone know any tutorials for porting New Vegas meshes into Oblivion?
movomo Posted May 26, 2019 Posted May 26, 2019 That depends on how you define the term 'easy'. If you were envisioning things like some copypasta here and some nifskope there sort of thing, you're probably in bad luck. I don't think there is any such way. I found some ob->fo conversion tutorial but that involves blender, which everyone these days seems so afraid to do. On the other hand with blender the procedure is plain and obvious... but in this case you wouldn't have been asking in the first place. Then there's the clothing converter & pose converter tool chain for both blender and non-blender. Theoretically you can use them to convert clothing between the 3 games, but I cannot tell for sure as I don't use them myself. Its capability is limited due to its automated nature. Even if you technically succeed, you can't get away from clipping issues. Anyways, they can be found around here. Somewhere in the modders resource forum.
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