21.8.11

How to share a mash-up

This will hopefully help someone get their mash-up separated into it's own folder so it can be shared without over-writing other peoples textures and meshes. (Also if you do not want to share your mash-up this guide is nice for re-texturing something and keeping your data folder more organized).

First before I share this, I need to delete everything underneath the scene root so it does not slow peoples game down if they equip this. All that crap underneath the scene root (while it's closed) is left over garbage; this can be very tedious to delete all of that. What I do to make it go faster is I hold down the ctrl button and spam left click everything there and spam delete.



Now it's clean :> yay! now to save it.









When I save my mash-ups I like to give them all their own folders in my meshes folder. I will save my mesh there and re-open it. (also I created a texture folder in my textures folder with the same name.)






Now the other tedious part, I need to change the texture paths for every single part of this mash-up (except the skin textures [if there is anything from vanilla that you are not re-texturing don't worry about changing that]). I need to locate the original textures first, I do this one at a time. I am starting with the gloves.



I opened my textures folder and fond the textures and copied them so I could add them to my new folder I made for this mash-up (copy the normal maps too!).







Now I paste the glove textures into my new folder. Now I can change the texture, I click on the flower underneath the glove mesh so I can change the folder path.






Clicking on the flower will open up this window, I just find the texture name (since it's the only texture in there right now this will be easy XD).







Now my gloves have the new texture path... this must be done for every single part of the mash-up; again except for the skin (unless you have chain mail). Now repeat :D.







I did not take screen shots of the whole thing, just only a couple to help explain the process. When you are done don't forget to save (I broke my keyboard raging after forgetting to save a more cluttered mash-up lol)! when you want to share it make sure all the textures are correct and what not.

To share; What I do when I share is I just make a meshes and textures folder on my desktop (temporarily) and  copy my new meshes and textures folder for my mash-up into them; then I just right click my desktop meshes and textures folder and use 7-zip to add them to an archive. If you share something on a larger site like tesnexus make an esp or you will get harassed to death by people who are to lazy to make one themselves -.-.

Hope this helps, this is probably already know by many, but there are some people who probably don't know.


edit: will come back to edit this later too tired XD.

15.8.11

A simple way to re-color and duplicate an armor

This tutorial will show how to re-color and duplicate an armor. I like this armor, but I want it to be blue and I want to keep the original armor.

The shirt underneath is brown/red and I want it to be blue-ish. I like the color it is now, so I would like to have both options; a red colored one and a blue colored one.






To start I need to find where the texture is in my data folder. By clicking on the mesh I want to re-color it will highlight itself in the list on the left.







If I click on the little arrow next to the mesh I want to re-color it will drop down, then there will be another arrow. I colored in red the arrows that need to be dropped down. Now next to the flower icon is the file path of the texture to this mesh.





From there I opened my data folder and found the texture, since I am not re-coloring the original I just copied the textures (both the texture and the normal map). In this texture folder I also made a new folder and titled it 'blue recolor' this is where I will keep a copy of the original textures. So I just copied the texture and normal map and pasted it into my new folder.


Now I will open the copy of the 01.dds texture using gimp. To open an Oblivion texture with Gimp you need this, and of course Gimp which I provided a link on my blog; right there ->.






Now that is opened in Gimp I just use the free-select tool (looks like a lasso) to crudely select the part I want re-colored. There are many ways to re-color this to blue. What I did was click on color> color balance and adjust the cyan and blue hues. Then I selected color> hue saturation and de-saturated all the reds, greens, and yellows from the selected part of the texture.


Now that it is the color I want it to be I just need to save it.








Now to edit the mesh I just go back to the mesh and click on the flower icon next to the texture path to the part of the mesh I want to re-color.







Clicking on the flower icon will open my texture folder, I need to find my blue re-texture that I just saved.






Now it is blue, and the texture path is to my new texture. Now I just need to save it. I will save it in the same mesh folder as the original red/brown colored mesh, but I will rename it to '01 blue recolor' instead of the '01'.

Now I just need to add the new blue mesh to my game. (:.



That's it, I really hope this helps someone. If you want to re-texture something pretty much do it the same way. For less-simplistic re-texturing it helps to know where to get textures. Google is a good place (if I want wool texture I just Google image search 'wool pattern, or wool texture) as well as many other texturing sites, it also helps to stock up on Photoshop brushes that you can get for free offline... I also use google to search for Photoshop brushes (it will usually take me to Deviantart.com) . Also for bigger re-textures you need to make normal maps so your texture shows up correctly in game. For normal maps you need This gimp plug-in. Normal maps make your texture pop-out in game. For example I like to adds cracks and nicks to plate armor... I can easily take a Photoshop brush to an existing texture and make that texture look cracked and worn; but in order for the cracks to have depth and texture in game I need to adjust the normal maps.

14.8.11

How to add armor or clothing into your game.



This is a tutorial on how to simply add armor or clothing to your game. Maybe you have only the meshes and textures of a file and not an esp; or want all of your armor or clothing meshes in one esp (which I like to do).
I want to add this armor mash-up of mine into my game. First I need to open the construction set, click file>data... and click on the Oblivion.esm and hit okay. (without setting an active file).


In the object window I need to go to objects and click on the sub link for armor (like in the picture [if you are adding clothing go to the clothing sub link]). It will bring up a list of all the armor in Oblivion. I just right click anywhere in the list and select 'new'.


After clicking on 'new' it will open up a window that is pretty much blank. I will put an ID for the armor in the ID. I named it 'AAAdreadknight'; the 'AAA' if so I can easily find it in the list of armors, and the 'dreadknight' is the name of the armor. I edit the stats such as value and weight to what I see fit (I normally just copy the values from other armors in the game). I also selected the object slots in the list that is in the middle, the armor takes up hand, feet, upper and lower body slots so all of them need to be selected. Next I need to add the armor mesh to this. I hit the button that says 'add nif file' (under female model, since this armor is for a female).
Clicking on the 'add nif file' button opens my meshes folder. I just need to find the mesh I saved, and hit okay. Next I need to have a world model if I want to drop the armor on the ground, since I never made a world model I use existing ones. Most armor and clothing mods will come with ground models which end in _GND. I also need and icon, which I don't make my own icons I just use existing ones. Clicking on the 'add icon image' button will open the icon folder. I just selected the first one I opened. After I am done adding the nif files, and icons I just hit 'OK'.
Next I need to find the 'container' sub link under 'world objects'. Because I need to put my armor into a container obviously (You can also add it to a vendor to buy it or drop the armor in the world space...but I prefer a container). I right-click on the top container that shows up which is a sack and click 'edit'.
Clicking 'edit' opens up the sacks file. I delete all the contents by selecting them all and right-clicking on them. I rename the sack (again to something that I can easily find in the list). I leave the mesh and sound options untouched.


Before closing the sack window, I need to put my armor into the sack. I just locate my armor in the armor list and drag it into the sack window.


Now that my armor is in my sack, I can hit 'OK'; since I just edited an existing sack it will open a window asking if I want to create a new ID. I just hit 'yes'. 
Now to finally put the sack into my game world. In the cell view window I just choose where I want in. I choose interiors> anvil castle great hall. I zoom into the ground, move the camera around until I find the best place (using the shift key and my mouse careful to not click on anything) and drag my sack into the anvil castle great hall. (tip: hit the 'f' key after dragging something into the game world so it hits the ground). Now that my armor is in my game I just hit save and name the esp. (hitting save will open up your data folder and it will prompt you to name the esp). And that is it, hope this helps people (:. 

How to create an armor mash-up in Nifscope



This is a small tutorial on how to combine armors using Nifscope. This is very easy to do, but it does require some patience (some armor pieces won't fit, you will create an epic piece of armor full of epic-ness and Nifscope will crash when you even think about saving -_-).


So these are some of my favorite pairs of pants (lol I want to say greaves, but technically greaves are more of a shin plate...) I have in my game. What I don't like about the one on the right is that the crotch is bare unless I wear the full armor (which is H cup :x). What I want to do is add the loincloth thing from the pants on the left to the ones on the right. 
This loincloth has several different parts to it, so I will need to click on each part individually and add it individually (does not take to long once you get the hang of it). I just clicked on the top part of the loincloth first; when I clicked on it it highlighted itself in the list to the left. To copy it you need to right click on the highlighted item in the list select block> copy branch.
To add the piece of the loincloth that I just copied to the other armor, I right clicked on the very top item (the sceneroot) in the left list of the pants on the right. After right clicking I went to block> paste branch.This will automatically add the loincloth to the right area, I did not have to move anything around. To get the whole loincloth from the pants on the left to the ones on the right I just repeated the copy and paste process




Here is my finished pants, no more open crotch yay. Don't forget to save (:. 















A simple way to remove items and change texture paths using Nifscope.





I like revealing armor, but sometimes I would rather have my female characters wear protective armor ;) .What I did in this tutorial is take the White snake armor top from the Apachii Goddess Store and replace the skin texture with chain mail, and remove the belly button jewelry. This is a really simple edit. 




this is what you start with when you open the appropriate mesh for the armor you want to change. That is also how it appears in game before any edits. I wanted to start with removing the snake shaped belly button jewelry.




When I clicked on the belly button jewelry a lot of stuff appeared in the left window, but it will automatically highlight what you selected. To remove the belly button jewelry I just right clicked on the highlighted item in the left window. I went to 'block' then clicked 'remove'. 








Belly button jewelry gone. I suggest saving your mesh after every change you make to it. This is how you remove any part of a mesh, be careful though because some meshes cannot be removed without leaving a giant gap. It's best to just experiment with meshes to understand what can or can't be changed. Every mesh is different. 







Now to change the skin texture to chain mail. I clicked on the skin which automatically highlighted the skin in the box to the left. In the left box I expanded the two arrows (circled in red) until I saw the flower icon that had the texture path for the body textures I use.







I clicked on the little flower icon and it opened up my texture folder. For the chain mail texture I used the one from an R18PN mod (you can make your own or use others). I just selected it and then hit 'open'.








Now my snake armor top is a little less revealing, but it's not done. I clicked on the pain pallet icon that says 'skin' next to it (right above where the flower icon is). 









When I clicked on the paint pallet icon it opened up this dialog. In order for my chain mail texture to appear in game I need to erase at the top where it says 'skin' and change the name. I changed it to 'mail' (it can be anything). I suggest not messing with any of those little circles or adjusting anything other than the glossiness here, or your chain mail texture will turn out bright red and super shiny. After I changed the name from 'skin' to 'mail' I just hit accept. Don't forget to save. You can do this to almost any mesh. I do it to a lot of revealing armors to make them more appropriate. 


This is probably not the expert route, but it's a really simple fix that makes big changes to armor and makes them a little better. this surprisingly took me forever to figure out so hopefully this helps someone, If anyone reads this :p. 

Screenshooting

FIRST! in order to take screenshots you must edit your Oblivion.ini which is in your Oblivion folder. here is a guide on how to edit you Oblivion.ini.


Obviously to take a screenshot you need to hit the 'print screen' button or have a program like fraps. Also it helps to know some cheats, essential mods.


These are some of the basic cheats (console commands, just hit this button:~, then the cheat) that help with screen shooting. 
tcl: this makes it so you can get close to companions or NPCs, helps you character walk through walls, and make items float in the air.
tfc: allows you to move the camera around without moving your character, you need to be in third person for it to work properly sometimes.
tm: this command allows you to toggle your menu on or off.
tai: this command freezes all NPCs in place, typing 'tai' again will unfreeze them.
disable: very important to save before using this command, this is a neat way to remove items. After hitting this key:~ click on an object like a table or sign you don't want inn your picture and type 'disable'. I don't use this often but sometimes when I take screen shots in a chapel I like to disable some of the pews. 
showracemenu: also save before using this one, this command allows you to change your characters appearance. 
FOV: Field of vision does what it says; this just changes the field of vision on your screen, type a number after FOV (I usually type 45 default is 75) play around with it. Using this command with screenshots can make larger images (:. Note that in third person, using field of vision you sill need to keep your console open so you will need to type dof 1 to disable your console, and dof 0 to see it again. 


Mods that are essential for taking screenshot are mods like Screenshooters Illumination (provide light for screenshots), and Grab Live NPC (allows you to grab and npc or monster with the z button, so you can move them around or freeze their expression or pose). Of course there are clothing and location mods that are nice, but those are all personal preference I think, so I wont recommend any. 


For my screenshots I like areas that match my character's personality as well as the armor they are wearing. My main character is easy to take screenshots of because her personality is complex; she can be an assassin or a socialite. My character Nora on the other hand is a little more difficult, she is a thief so when I take screen shots of her I like her to be in a little more run-down looking areas waring simple armors that fit a thief. 


What if you screenshots don't look that great? It helps to have max settings and/or Photoshop for post-work. Personally-- I have the self-shadows option enabled, I use AA through my video card settings, not my Oblivion. I also switch between HDR and bloom depending on the day. Recently I have been using bloom over HDR. It's all personal preference, and I rarely edit my images unless to fix seams or adjust colors. I enjoy post-work on images, and I will do a lot on some images, but some images look okay to me un-edited. So photoshop is defiantly not a necessity to make you images look good just personal preference. Most screen-shots look good in my opinion, but some people prefer ones with post-work some people prefer ones without any post-work; it's all up to you.