Author Topic: So, nifskope, textures, and the hierarchy...?  (Read 2052 times)

Offline Villain

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So, nifskope, textures, and the hierarchy...?
« on: December 03, 2010, 02:21:56 PM »
One of the major hangups I've always had in the whole modding phase was (apart from textures) not having a way to convert to BC's native .NIF. I've as of now got a bunch of things ready to convert over (The Halo stuff, for one), and am preparing myself to test it out and see what I'm able to do.

Now, some have well made textures that I typically see when exploring game assets and mods, while some others I have are simply a set of the textures broken up into (usually) about 10 separate images. These ones are always far, far smaller, so I'm assuming they shouldn't have much if any impact on performance, right? (I'm talking sizes of 128, 256, etc. quite small, but these are just experiments).

The problem is, Nifskope doesn't seem to show textures... So, is the only way see whether that all worked to finish the conversion process and load up BC? Or am I just missing something blindingly obvious?

The other question is hierarchy setup, it seems somewhat straightforward, looking at other mods, but I just want to be positive, rather than jumping straight in, frustrating myself and giving up for a while.

I know it's usually quite annoying to be asked such simple questions, but programs like nifskope can be very daunting when first approached (Especially for somebody like myself)! Any help at all is greatly, greatly appreciated.


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der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
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Offline StarkillerTFU2

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Re: So, nifskope, textures, and the hierarchy...?
« Reply #1 on: December 03, 2010, 03:15:55 PM »
well, for NifSkope not showing textures problem just put the textures in the same folder as the model.

Offline tiqhud

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Re: So, nifskope, textures, and the hierarchy...?
« Reply #2 on: December 03, 2010, 04:35:05 PM »
If your registered at bc-scripters see
Ive got some jb06 edinstructions somewhere to make a hiearchry, if  you need em?
TiqHud
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Offline Bones

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Re: So, nifskope, textures, and the hierarchy...?
« Reply #3 on: December 04, 2010, 09:55:54 AM »
One of the major hangups I've always had in the whole modding phase was (apart from textures) not having a way to convert to BC's native .NIF. I've as of now got a bunch of things ready to convert over (The Halo stuff, for one), and am preparing myself to test it out and see what I'm able to do.

Now, some have well made textures that I typically see when exploring game assets and mods, while some others I have are simply a set of the textures broken up into (usually) about 10 separate images. These ones are always far, far smaller, so I'm assuming they shouldn't have much if any impact on performance, right? (I'm talking sizes of 128, 256, etc. quite small, but these are just experiments).

The problem is, Nifskope doesn't seem to show textures... So, is the only way see whether that all worked to finish the conversion process and load up BC? Or am I just missing something blindingly obvious?

The other question is hierarchy setup, it seems somewhat straightforward, looking at other mods, but I just want to be positive, rather than jumping straight in, frustrating myself and giving up for a while.

I know it's usually quite annoying to be asked such simple questions, but programs like nifskope can be very daunting when first approached (Especially for somebody like myself)! Any help at all is greatly, greatly appreciated.

Lol whenever I try to convert OBJ to NIF I loose textures coords as well as overall model mapping ... dunno what I'm doing wrong, even when I open .obj in nifskope I can't view it textured  :idk: (It's your Halo and Covenant Carrier)

Offline Villain

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Re: So, nifskope, textures, and the hierarchy...?
« Reply #4 on: December 05, 2010, 07:10:23 AM »
I get the same when I import them into lightwave, Bones mate.

If your registered at bc-scripters see
Ive got some jb06 edinstructions somewhere to make a hiearchry, if  you need em?

This I would be very grateful for, if you can find them!

well, for NifSkope not showing textures problem just put the textures in the same folder as the model.

I've done this but I think I potentially have to rename the textures, 3DS conversion constantly complains about using a max of 12 characters (Including the filetype characters)

Apparently nifskope just doesn't like .png... But the TGA versions of the textures warp when displayed... Very odd as they show up perfectly in LW9.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Bones

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Re: So, nifskope, textures, and the hierarchy...?
« Reply #5 on: December 07, 2010, 12:45:55 PM »
what about DDS ?