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NMC's Texture

General mod discussion and requests.
freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

NMC's Texture

Post by freakydoo » Sun Apr 20, 2014 5:33 pm

FO3 and FNV share many textures. which creates some weirdness when using NMC's textures (dc wasteland with redish rocks, FNV with grayish rocks. depending on which files where loaded last. red lod rocks that turn gray as you get closer, that sorta thing). i was wondering if it were possible to have the DC area use the default texture path and FNV to use a bsa file or vise verse? if it can be done and it's relatively simple id be happy to do the leg work, but id need a step by step process. i'm not even sure how to go about creating a BSA. just to give you a clue of what i mean by step-by-step. :)


thank you!!


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I don't think that's gonna

Post by TJ » Sun Apr 20, 2014 6:10 pm

I don't think that's gonna work out. You're grossly underestimating the magnatude of the work it would take to make that happen.


My project Dash is on Kickstarter!



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Yeah it is, surprisingly, not

Post by JaxFirehart » Sun Apr 20, 2014 6:14 pm

Yeah it is, surprisingly, not a simple solution. But NMC has a washed out rocks texture pack that really helps. Its on the Nexus.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

:(  

Post by freakydoo » Sun Apr 20, 2014 7:06 pm

:(


if anyone has any ideas on this please let me know. i use hoping i could tie a script to FNV (navada) that told the system to use a bsa file. i am severly un-qualified for this sorta thing though.


 


thank you all for your input.


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manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

I don't know if it could be

Post by manos » Tue Apr 22, 2014 6:32 pm



I don't know if it could be useful or not but the author of the "Mobile Vault" (FNV) has a script in his mod that allow to change some textures ingame. He got some help from another modder but i don't remember who.


He used it for the "holographic walls" and it work pretty good.


Maybe there is a way to modify this script to change more textures at the same time?


Also, this script is used in an interior cell and i really don't know if it could be used for an exterior cell.


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The script probably does a

Post by TJ » Tue Apr 22, 2014 8:16 pm

The script probably does a disable of one item and an enable of another (just a guess). We're talking going through and manually setting different texture paths for most/all of the DC wastes, then changing NMA's DC textures to the new names referenced in game.


My project Dash is on Kickstarter!



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Ok, not useful...

Post by manos » Tue Apr 22, 2014 9:32 pm



Ok, not useful...


But the thing you're talking about: heavy work.... ;)


Video games are bad for you? That's what they said about rock'n'roll...

freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i get that this is most

Post by freakydoo » Tue Apr 22, 2014 11:58 pm

i get that this is most likely a pipe dream and i thank you all for having patience with me and my ignorance. this was one of those thing that i thought would add to the immersion. 


question, how do the textures stay separate when one is not using a texture replacement? 


 


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Any asset in the world

Post by TrickyVein » Wed Apr 23, 2014 12:22 am

Any asset in the world consists of a few things including mesh data (vertices, faces, edges and normals) and textures. UV mapping coordinates determine how the texture is stretched across the triangles of the mesh .


So textures are kept separate from meshes by their very nature of being textures and not 3D mesh data.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

sorry, i mean how is it that,

Post by freakydoo » Wed Apr 23, 2014 1:10 am

sorry, i mean how is it that, for example, in dc the textures for rocks are grayish and when you transition to Vegas the rocks are reddish, at least with a vanilla install. when you install a texture replacement all rocks for both wasteland become the same color. 


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