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how to edit texturepaths in nifskope for FO3?


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Posted

hi, i want to edit some meshes as replacers for others and i cant find out how to change the texture paths.

(in oblivion i did that pretty often, but fallout3 meshes seem to be different.)

can anyone help me?

 

thanks in advance.

 

strange how fast you can find something out by yourself, from the very moment you have asked someone else :D

Posted

hi' date=' i want to edit some meshes as replacers for others and i cant find out how to change the texture paths.

(in oblivion i did that pretty often, but fallout3 meshes seem to be different.)

can anyone help me?

 

thanks in advance.

 

strange how fast you can find something out by yourself, from the very moment you have asked someone else :D

[/quote']

 

In Nifskope, open your nif and choose view->blocklist->show blocks in tree.

 

Each named vertex group (named NiTriStrips group) should be listed as an immediate child of NiNode[0] (Scene Root).

 

If you expand each NiTriStrips node you'll see it has a property called BSShaderPPLightingProperty.

 

If you expand the BSShaderPPLightingProperty you'll see it has a child named BSShaderTextureSet.

 

If you left click the BSShaderTextureSet you'll see at the bottom of the screen (in Block Details) Numtextures and Textures. Expand Textures and it will list all the associated textures for that NiTriStrips group.

 

An image if that is more helpful:

post-2914-13597882202926_thumb.jpg

Posted

I should pay more attention to user edits of OPs hehe. Ah, anyway, the information is now available for people who come to the thread later.

  • 8 months later...
Guest carywinton
Posted

 

hi, i want to edit some meshes as replacers for others and i cant find out how to change the texture paths.

(in oblivion i did that pretty often, but fallout3 meshes seem to be different.)

can anyone help me?

 

thanks in advance.

 

strange how fast you can find something out by yourself, from the very moment you have asked someone else :D

In Nifskope, open your nif and choose view->blocklist->show blocks in tree.

 

Each named vertex group (named NiTriStrips group) should be listed as an immediate child of NiNode[0] (Scene Root).

 

If you expand each NiTriStrips node you'll see it has a property called BSShaderPPLightingProperty.

 

If you expand the BSShaderPPLightingProperty you'll see it has a child named BSShaderTextureSet.

 

If you left click the BSShaderTextureSet you'll see at the bottom of the screen (in Block Details) Numtextures and Textures. Expand Textures and it will list all the associated textures for that NiTriStrips group.

 

An image if that is more helpful:

attachicon.gif201301/post_2914_1357240708_faa7a5b7b9a3fe264fccce35dd5c219d.attach

 

In addition to these excellent instructions, once you reach the BSShaderTextureSet you will see a small purple flower next to the directory path to the texture, you click on this flower to change the path, if you are dealing with broken texture paths for the mesh, which is common with the "triangle" issue.

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