Difference between revisions of "Armor texturing for beginners"

From Nexus Mods Wiki
Jump to: navigation, search
(Created page with "==Overview== As someone who's entirely new to the world of Fallout modding, something I've had trouble getting a hold of is a noob-friendly tutorial for those who've never used t...")
 
(Format changes as well as some grammar changes to make it easier to read for those where English is not their primary language.)
Line 1: Line 1:
 
==Overview==
 
==Overview==
As someone who's entirely new to the world of Fallout modding, something I've had trouble getting a hold of is a noob-friendly tutorial for those who've never used the GECK before.
+
As someone who is entirely new to the world of Fallout modding, something I have had trouble getting a hold of is a beginner-friendly tutorial for those who've never used the GECK before.
  
My friend  [http://www.newvegasnexus.com/modules/members/index.php?id=454763 adriant1978] was kind enough to walk me through the process of getting my newly-textured Merc Troublemaker outfit into the game as a standalone item, and I've decided to gather his instructions into a simple, step-by-step tutorial that's easy to follow and should allow even someone who's never done this before to make their own clothing/armor mods. Credit and my thanks go to him for that.
+
My friend  [http://www.newvegasnexus.com/modules/members/index.php?id=454763 adriant1978] was kind enough to walk me through the process of getting my newly-textured Merc Troublemaker outfit into the game as a standalone item, and I have decided to gather his instructions into a simple, step-by-step tutorial that is easy to follow and should allow even someone who has never done this before to make their own clothing/armor mods. Credit and my thanks go to him for that.
  
 
NOTES:
 
NOTES:
  
#'''This tutorial covers the process of getting your new texture into the game, NOT the actual texturing'''. Find some tutorials related to your graphics editor of choice for that.
+
# '''This tutorial covers the process of getting your new texture into the game, NOT the actual texturing'''. Find some tutorials related to your graphics editor of choice for that.
#3D model editing isn't covered here, so it applies '''only to re-textures of ingame outfits'''
+
# 3D model editing isn't covered here, so it applies '''only to re-textures of in-game outfits'''
  
 
==What you will need==
 
==What you will need==
  
#[http://fallout.bethsoft.com/eng/downloads/geck.html The Geck]
+
* [http://fallout.bethsoft.com/eng/downloads/geck.html The Geck]
#[http://www.fallout3nexus.com/downloads/file.php?id=34 The FO3 Archive Utility]
+
* [http://www.fallout3nexus.com/downloads/file.php?id=34 The FO3 Archive Utility]
  
 
==Let's begin==
 
==Let's begin==
  
 +
# Create a new Texture Set (find the Texture set in the tree under Miscellaneous)
 +
# Right click --> New (does not matter where since you are creating a new set)
 +
#: [[File:Armor texturing for beginners image 1.jpg]]
 +
# Give it a name.
 +
#: [[File:Armor texturing for beginners image 2.jpg]]
 +
# Extract your texture(s) and edit them in your Graphics editing program of choice (must be in .dds format). Personally I use the F03 Archive Utility for my texture extracting purposes.
 +
# Place your texture(s) in Data/textures/Yourname/Yourmodname
 +
# Select the Diffuse texture (the regular one) and, if applicable, the Normal/Gloss texture (the normal map; name ends in _n), and use the Edit button to browse for your edited texture using the path mentioned in step 5. You should see a preview of the texture in the right side box of the texture set window
 +
# Check Specular Map Data; leave Decal Data unchecked
 +
# Click OK
 +
# Find the Armor branch in the tree on the left, look for the name of your base outfit (a bit of a trial and error process, unfortunately; use the Model Data window to get a preview of what it is you're editing – more about that in Steps 12 and 13)
 +
#: [[File:Armor texturing for beginners image 3.jpg]]
 +
# Right-click on it and choose Edit; a window should pop up containing information pertaining to it.
 +
#: [[File:Armor texturing for beginners image 4.jpg]]
 +
# Change the ID to something of your choice (can be anything, but starting with 0 will place it at the beginning of the list) Click OK.
 +
# This step depends on whether you are editing just the male or female textures, or both. Click on the first Edit button under either Male Biped Model or Female Biped Model. You should see a window titled Model Data, with a 3D preview and related elements. This is where you attach your new texture.
 +
# Double-click on Upper Body and choose the texture set you've created earlier from the list. Depending on the outfit, you might have to repeat the process for Arms01, Arms, pipboyon and pipboyoff. Click OK, and OK again
 +
#: [[File:Armor texturing for beginners image 5.jpg]]
 +
# Save as .esp
 +
#: <br />
 +
#: At this point you can use the console to gift yourself the item in game; otherwise you will need to arrange placement for it in the world. That is covered below:
 +
#: <br />
 +
# Find Container under World Objects in the tree list
 +
# Choose one sort, for example FootLocker01Library and double-click on it to open
 +
#: [[File:Armor texturing for beginners image 6.jpg]]
 +
# Change the ID to something of your choice, and empty the Item List by right clicking on each line and choosing delete
 +
#: [[File:Armor texturing for beginners image 7.jpg]]
 +
# Once the Item List is empty, right-click and choose new; if you've chosen an ID starting with 0 in step 11, your outfit will most likely be added automatically. Otherwise you'll have to choose it from the Object dropdown, under the list of items. You can change the number in the Count box if you want it to contain more than one outfit. Now you'll need to place it somewhere in the world to use; for this tutorial, I've chosen Doc Mitchell's backyard in Goodsprings.
 +
# In the Cell View window, change the Worldspace dropdown menu to WastelandNV
 +
# Scroll down until you see Goodsprings and click on it
 +
#: [[File:Armor texturing for beginners image 8.jpg]]
 +
# Find SCOLgsDocHouse02 and double-click on it; wait for it to load and you should get a 3D view of Doc Mitchell's house, hovering from above. In the camera window you use the mouse wheel to scroll in and out, or hold it down and move the mouse to pan the camera around. You can also hold down Shift to get it to rotate.
 +
# Zoom in to the spot where you want to place your container; simply drag it from the Container list and release the mouse for it to appear. It will probably be large and floating above ground; double-click it in the Camera window and a Reference window should appear. Here you can scale it down, rotate it, etc. Use the F key to drop it to the ground
 +
#: [[File:Armor texturing for beginners image 9.jpg]]
 +
# Click OK once you are done with it and hit Save
 +
#: [[File:Armor texturing for beginners image 10.jpg]]
 +
# You are done! Enable the mod in the launcher and if all went OK, your container should be where you placed it, ready for use.
  
1. Create a new Texture Set (find the Texture set in the tree under Miscellaneous)
+
As a note, if after trying it out in game you find that your texture needs more work, simply editing the .dds should be sufficient without making any other changes to the mod file.
 
 
2. Right click --> New (doesn't matter where, as you're creating a new set)
 
 
 
[[File:Armor texturing for beginners image 1.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3. Give it a name.
 
 
 
 
 
[[File:Armor texturing for beginners image 2.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4. Extract your texture(s) and edit them in your Graphics editing program of choice (must be in .dds format). Personally I use the F03 Archive Utility for my texture extracting purposes.
 
 
 
5. Place your texture(s) in Data/textures/Yourname/Yourmodname
 
 
 
6. Select the Diffuse texture (the regular one) and, if applicable, the Normal/Gloss texture (the normal map; name ends in _n), and use the Edit button to browse for your edited texture using the path mentioned in step 5. You should see a preview of the texture in the right side box of the texture set window
 
 
 
7. Check Specular Map Data; leave Decal Data unchecked
 
 
 
8. Click OK
 
 
 
9. Find the Armor branch in the tree on the left, look for the name of your base outfit (a bit of a trial and error process, unfortunately; use the Model Data window to get a preview of what it is you're editing – more about that in Steps 12 and 13)
 
 
 
[[File:Armor texturing for beginners image 3.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
10. Right-click on it and choose Edit; a window should pop up containing information pertaining to it.
 
 
 
 
 
[[File:Armor texturing for beginners image 4.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
11. Change the ID to something of your choice (can be anything, but starting with 0 will place it at the beginning of the list) Click OK.
 
 
 
12. This step depends on whether you're editing just the male or female textures, or both. Click on the first Edit button under either Male Biped Model or Female Biped Model. You should see a window titled Model Data, with a 3D preview and related elements. This is where you attach your new texture.
 
 
 
13. Double-click on Upper Body and choose the texture set you've created earlier from the list. Depending on the outfit, you might have to repeat the process for Arms01, Arms, pipboyon and pipboyoff. Click OK, and OK again
 
 
 
 
 
 
 
[[File:Armor texturing for beginners image 5.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
14. Save as .esp
 
 
 
[hr]
 
 
 
At this point you can use the console to gift yourself the item in game; otherwise you'll need to arrange placement for it in the world. That's covered below:
 
 
 
15. Find Container under World Objects in the tree list
 
 
 
16. Choose one sort, for example FootLocker01Library and double-click on it to open
 
 
 
 
 
 
 
[[File:Armor texturing for beginners image 6.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
17. Change the ID to something of your choice, and empty the Item List by right clicking on each line and choosing delete
 
 
 
 
 
[[File:Armor texturing for beginners image 7.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
18. Once the Item List is empty, right-click and choose new; if you've chosen an ID starting with 0 in step 11, your outfit will most likely be added automatically. Otherwise you'll have to choose it from the Object dropdown, under the list of items. You can change the number in the Count box if you want it to contain more than one outfit. Now you'll need to place it somewhere in the world to use; for this tutorial, I've chosen Doc Mitchell's backyard in Goodsprings.
 
 
 
19. In the Cell View window, change the Worldspace dropdown menu to WastelandNV
 
 
 
20. Scroll down until you see Goodsprings and click on it
 
 
 
 
 
[[File:Armor texturing for beginners image 8.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
21. Find SCOLgsDocHouse02 and double-click on it; wait for it to load and you should get a 3D view of Doc Mitchell's house, hovering from above. In the camera window you use the mouse wheel to scroll in and out, or hold it down and move the mouse to pan the camera around. You can also hold down Shift to get it to rotate.
 
 
 
22. Zoom in to the spot where you want to place your container; simply drag it from the Container list and release the mouse for it to appear. It will probably be large and floating above ground; double-click it in the Camera window and a Reference window should appear. Here you can scale it down, rotate it, etc. Use the F key to drop it to the ground
 
 
 
 
 
[[File:Armor texturing for beginners image 9.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
23. Click OK once you're done with it, and hit Save
 
 
 
 
 
[[File:Armor texturing for beginners image 10.jpg|200px|thumb|left|]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
24. You're done! Enable the mod in the launcher and if all went OK, your container should be where you placed it, ready for use.
 
 
 
 
 
 
 
  
 
[[Category:New Vegas]]
 
[[Category:New Vegas]]
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]
 
[[Category:Texturing]]
 
[[Category:Texturing]]
 
 
As a note, if after trying it out in game you find that your texture needs more work, simply editing the .dds should be sufficient without making any other changes to the mod file.
 

Revision as of 03:30, 18 June 2011

Overview

As someone who is entirely new to the world of Fallout modding, something I have had trouble getting a hold of is a beginner-friendly tutorial for those who've never used the GECK before.

My friend adriant1978 was kind enough to walk me through the process of getting my newly-textured Merc Troublemaker outfit into the game as a standalone item, and I have decided to gather his instructions into a simple, step-by-step tutorial that is easy to follow and should allow even someone who has never done this before to make their own clothing/armor mods. Credit and my thanks go to him for that.

NOTES:

  1. This tutorial covers the process of getting your new texture into the game, NOT the actual texturing. Find some tutorials related to your graphics editor of choice for that.
  2. 3D model editing isn't covered here, so it applies only to re-textures of in-game outfits

What you will need

Let's begin

  1. Create a new Texture Set (find the Texture set in the tree under Miscellaneous)
  2. Right click --> New (does not matter where since you are creating a new set)
    Armor texturing for beginners image 1.jpg
  3. Give it a name.
    Armor texturing for beginners image 2.jpg
  4. Extract your texture(s) and edit them in your Graphics editing program of choice (must be in .dds format). Personally I use the F03 Archive Utility for my texture extracting purposes.
  5. Place your texture(s) in Data/textures/Yourname/Yourmodname
  6. Select the Diffuse texture (the regular one) and, if applicable, the Normal/Gloss texture (the normal map; name ends in _n), and use the Edit button to browse for your edited texture using the path mentioned in step 5. You should see a preview of the texture in the right side box of the texture set window
  7. Check Specular Map Data; leave Decal Data unchecked
  8. Click OK
  9. Find the Armor branch in the tree on the left, look for the name of your base outfit (a bit of a trial and error process, unfortunately; use the Model Data window to get a preview of what it is you're editing – more about that in Steps 12 and 13)
    Armor texturing for beginners image 3.jpg
  10. Right-click on it and choose Edit; a window should pop up containing information pertaining to it.
    Armor texturing for beginners image 4.jpg
  11. Change the ID to something of your choice (can be anything, but starting with 0 will place it at the beginning of the list) Click OK.
  12. This step depends on whether you are editing just the male or female textures, or both. Click on the first Edit button under either Male Biped Model or Female Biped Model. You should see a window titled Model Data, with a 3D preview and related elements. This is where you attach your new texture.
  13. Double-click on Upper Body and choose the texture set you've created earlier from the list. Depending on the outfit, you might have to repeat the process for Arms01, Arms, pipboyon and pipboyoff. Click OK, and OK again
    Armor texturing for beginners image 5.jpg
  14. Save as .esp

    At this point you can use the console to gift yourself the item in game; otherwise you will need to arrange placement for it in the world. That is covered below:

  15. Find Container under World Objects in the tree list
  16. Choose one sort, for example FootLocker01Library and double-click on it to open
    Armor texturing for beginners image 6.jpg
  17. Change the ID to something of your choice, and empty the Item List by right clicking on each line and choosing delete
    Armor texturing for beginners image 7.jpg
  18. Once the Item List is empty, right-click and choose new; if you've chosen an ID starting with 0 in step 11, your outfit will most likely be added automatically. Otherwise you'll have to choose it from the Object dropdown, under the list of items. You can change the number in the Count box if you want it to contain more than one outfit. Now you'll need to place it somewhere in the world to use; for this tutorial, I've chosen Doc Mitchell's backyard in Goodsprings.
  19. In the Cell View window, change the Worldspace dropdown menu to WastelandNV
  20. Scroll down until you see Goodsprings and click on it
    Armor texturing for beginners image 8.jpg
  21. Find SCOLgsDocHouse02 and double-click on it; wait for it to load and you should get a 3D view of Doc Mitchell's house, hovering from above. In the camera window you use the mouse wheel to scroll in and out, or hold it down and move the mouse to pan the camera around. You can also hold down Shift to get it to rotate.
  22. Zoom in to the spot where you want to place your container; simply drag it from the Container list and release the mouse for it to appear. It will probably be large and floating above ground; double-click it in the Camera window and a Reference window should appear. Here you can scale it down, rotate it, etc. Use the F key to drop it to the ground
    Armor texturing for beginners image 9.jpg
  23. Click OK once you are done with it and hit Save
    Armor texturing for beginners image 10.jpg
  24. You are done! Enable the mod in the launcher and if all went OK, your container should be where you placed it, ready for use.

As a note, if after trying it out in game you find that your texture needs more work, simply editing the .dds should be sufficient without making any other changes to the mod file.