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NMC's Texture

General mod discussion and requests.
TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

They're different meshes.

Post by TrickyVein » Wed Apr 23, 2014 1:23 am

They're different meshes.


The texture replacer for both wastelands must replace the texture(s) for both sets of rocks.



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

when TTW is installed, fresh

Post by freakydoo » Wed Apr 23, 2014 1:51 am

when TTW is installed, fresh/vanilla install, dc and Vegas landscape looks different. they look like two different places, worlds, whatever. but once i install a texture mod all the landscapes share the same coloring, roads are the same texture and mesh, rocks, ground, all of it use the same texture and mesh. why is the fresh install different? where is ttw pulling these textures from on a fresh install that makes DC appear different from Vegas?


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plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Probably the bsa

Post by plumjuice » Wed Apr 23, 2014 2:16 am

Probably the bsa


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

so if i replace the texture

Post by freakydoo » Wed Apr 23, 2014 2:25 am

so if i replace the texture files in the bsa's for FO3 with NMC for FO3 and the bsa for FNV with NMC for FNV will i then have a DC the looks like DC and a Vegas the looks like Vegas? two separate and distinct areas.


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

You're making a couple of

Post by TrickyVein » Wed Apr 23, 2014 2:26 am

You're making a couple of assumptions which are not correct: 1) that TTW alters the filepath for objects like rock pieces or other very commonly used and referenced static objects in the game and 2) that the texture replacer you're using alters the filepath for these objects. 


Put it this way: most of the rocks in the Mojave use texture A. Most in DC use texture B. The texture replacer you're using replaces the textures A and B


As has been previously stated, new forms would have to be created for those objects which are shared between wastelands but for which you would like to use two different textures.



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

im actually making no

Post by freakydoo » Wed Apr 23, 2014 2:57 am

im actually making no assumptions at all i'm just trying to get my head around this. i never thought for one second the TTW altered file paths.


i know only two things:


1) ttw with no texture mod install results in two distinct areas two places where the textures are not the same


2) ttw with a testure mod installed results in two areas that look very much the same


i do get how #2 comes into being. as you explained with the A/B reference (well stated btw). i dont understand #1 works though. i guess my question is  with a vanilla install, with ttw why do most of the rocks in the Mojave use texture A and Most in DC use texture B and can i mimic that process while using texture mods?


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

freakydoo wrote:when TTW is

Post by TJ » Wed Apr 23, 2014 3:23 am

You'd have to learn nifskope I imagine


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

freakydoo wrote:

Post by TrickyVein » Wed Apr 23, 2014 4:05 am

[quote=freakydoo]


2) ttw with a testure mod installed results in two areas that look very much the same


[/quote]


This really has nothing to do with TTW. Look at the texture mod and which resources it touches.


[quote=freakydoo]


why do most of the rocks in the Mojave use texture A and Most in DC use texture B and can i mimic that process while using texture mods?


[/quote]


Different meshes. Different textures by default. And yes. There is no quick way to differentiate between content from the two games except for those textures that are found only in either one or the other. 


Or you could say that the DC wasteland uses Mesh01.nif which in turn references texture_A.dds and the Mojave uses Mesh02.nif which references texture_B.dds and a texture replacer for Fallout 3 maybe changes how texture_A.dds looks but a texture replacer for Fallout New Vegas replaces texture_B.dds and texture_A.dds



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

TrickyVein wrote:

Post by freakydoo » Wed Apr 23, 2014 4:58 am

[quote=TrickyVein]


 


 



freakydoo wrote:

2) ttw with a testure mod installed results in two areas that look very much the same


 




This really has nothing to do with TTW. Look at the texture mod and which resources it touches.


[/quote]


sorry, i wasn't trying to imply that TTW had any to do with it aside from the fact that ttw is a part of the install process and allows both games to be played on the same engine, side by side.


at this point i think i just need to get my hands dirty, try a couple of ideas and see what happens. it'll take me a while cause i have to learn how to do a couple things but i'll let you all know the results and share.


this is something i've been thinking of a lot and it's aimed at enhancing gameplay not detracting from TTW. Tricky, i get the sence from your replies that you feel like i'm attacking TTW. i'm not or that's not my intent. i love TTW and would actually never play fo3/fnv with out it. but ever since i noticed this thing with textures it's been eating away at me and i'm just trying to get ideas and figure it out. 


if anyone thinks of anything please share.


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

Maybe you could check this

Post by manos » Wed Apr 23, 2014 6:10 am

Maybe you could check this FNV mod: "EWI's Rocks for NV Ultimate Edition" (sorry it seems that i cannot post the link)


If this textures replacer cause the thing you're talking about, you can try to:


-Extract the BSA with the original textures.


-Choose your new textures and replace the original one.


-Rebuild the BSA with the new textures.


 


Correct me if i'm wrong but: 


If the file path for those textures are the same for both games, then you can't have 2 different textures at the same place because FNV's texture will overwrite FO3's textures and vice versa.


But if there's no loose files, the engine will use Fallout3.esm as any plugin and it will use the associated BSA, right?  Maybe that's why you can get 2 different textures on a fresh TTW but not with a textures replacer.


So if you replace the textures "inside the BSA" instead of using loose files, it should do the trick, isn't it?


Or it never will be that simple and even with this you'll have to redefine the correct file path for all of those textures?


 


(Sorry, English is not my native language)


 


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