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Vert Colors?


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Okay, so how do I go about changing the color of a projectile in NifSkope? I'm trying to make the sonic mirelurk projectile red instead of blue. I know there's a way, I just don't know how. I just need somebody to walk me through it, because I have absolutely no idea what I'm doing.

 

I tried asking at the nexus, but they won't help me.

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Disclaimer : I actually know fuckall about NIFs, generally speaking.

 

I don't think you can do that in nifskope. My gut tells me the color is controlled by either the texture being applied to the projectile (a .dds file), or via some setting in the geck (shader program, special effect, etc).

 

Are you sure nifskope is the right approach to begin with?

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Disclaimer : I actually know fuckall about NIFs, generally speaking.

 

I don't think you can do that in nifskope. My gut tells me the color is controlled by either the texture being applied to the projectile (a .dds file), or via some setting in the geck (shader program, special effect, etc).

 

Are you sure nifskope is the right approach to begin with?

Use nifskope, is what I've been told. I tried editing the textures, but they're all white, and stay the same general hue regardless of edits, which leads me to believe that there are certain settings on the NIFs that apply some sort of RBG color value to the texture. Don't quote me on that, though. I'll need a nifskope guru to confirm this.

 

I just need to know where to look for those particular settings. They're a bitch to find.

 

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If your textures are white in nifscope you either didn't set your paths in the setting where NIfscope will look for textures OR the paths are set and correct, but the textures are missing. Third option, but more unlikely in this case, the texture paths are not relative/not set and no texture is assigned.You can learn about setting up your default paths in the Nifscope documentation. IIRC, for .bsas you have an option under File->Resource Files and for loose files you have Render->Settings->Rendering where you can set all the paths where Nifscope will look.

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If your textures are white in nifscope you either didn't set your paths in the setting where NIfscope will look for textures OR the paths are set and correct, but the textures are missing. Third option, but more unlikely in this case, the texture paths are not relative/not set and no texture is assigned.You can learn about setting up your default paths in the Nifscope documentation. IIRC, for .bsas you have an option under File->Resource Files and for loose files you have Render->Settings->Rendering where you can set all the paths where Nifscope will look.

No, the default textures are white in Photoshop. I should've been more clear. All my pathing is correct. I'm just trying to change the vert colors from blue to red.

 

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Hmm, I've checked and the texture is mezring01.dds. It showed blue in PS and I changed the color  to red and it looks in NifScope like one would expect. :D

 

post-37-0-50186200-1400374714_thumb.jpg

 

Here is the file I've been using. You need to change the texture path to this file or rename it to mezring01.dds if you want it as a replacer. This is quick and dirty so you probably want to change it to whatever you want in PS.

 

Edit: Oh and make sure to have a relative path for the texture; I didn't bother for the screenshot.

mezring02.dds

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Hmm, I've checked and the texture is mezring01.dds. It showed blue in PS and I changed the color  to red and it looks in NifScope like one would expect. :D

 

attachicon.gifmezring.jpg

 

Here is the file I've been using. You need to change the texture path to this file or rename it to mezring01.dds if you want it as a replacer. This is quick and dirty so you probably want to change it to whatever you want in PS.

 

Edit: Oh and make sure to have a relative path for the texture; I didn't bother for the screenshot.

 

Oh, okay. Thank you. :)

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I just changed the color of the texture in PS with hue and a couple of brighness/contrast adjustments. Finding what texture I need, writing that post and taking the screenshot took me way longer. :D

So the same method applies for everything else? Like the Flamer fire effect?

 

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I didn't say that.

 

You need to check the effect out. Look it up in the GECK and see what files are used, what settings the effect in the GECK itself has, etc. There are settings for specularity color and glossiness in the actual .nif files that might have an effect on how it's going to come out, so make sure to check that one out too. There is a little color palette button right next to these, which you can directly manipulate in Nifscope. 

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It should work for just about everything. Vertex coloring is usually ignored by a 3D engine; it's just used to help you see what you're doing when you're modeling without a lit scene. Maybe gamebryo is doing something odd (it often is), but in general, you shouldn't need the vertex coloring for anything. Texturing & lighting (usually) completely discard any vertex coloring.

 

Edit: This is different from material effects, which Bruce has mentioned.

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