Fallout 3 Armor Replacer
Specular maps and RGB ChannelsNext step is to paint the textures: to do this you can use a program like. You can immport the UV map image file you saved earlier into GIMP and use it as a pattern to paint the textures: this way you will know at any time what part of the sword you are painting.Diffuse mapsDiffuse maps contain mainly the colours of your armour. Their name usually ends wuth the d.dds extension.Once you've painted the armour textures save them as dds as this is the image format that the game requires. If the images don't have transparent parts you can save them with DTX1 compression. Spider man friend or foe download. If they have transparency save them as DTX3 or DTX5.
- Fallout 3 Type 6 Armor Replacer
- Fallout 3 Vanilla Armor Replacer
- Fallout 3 Female Power Armor Replacer
Make sure that the Generate mipmaps flag is marked when you save the textures.Normal mapsOnce you've painted the textures you'll have to create the normal maps that are the image files that will give your armour a sense of volume. You can create the normal map from the texture you've just painted, to do it this way just follow these steps:.
Select Colors - Color to alpha and then select black or 000000 as the source colour. Select Filter - Map - Normalmap. A window will pop up like the one shown in the Normal map window picture. pressing 3d preview you will be able to see in another screen how the changes in the parameters give more or less deep to the normal map.
Fallout 3 Type 6 Armor Replacer
select the Wrap flag and change the value of Height source to Alpha. select a filter (I usually select 3x3 but you can try different filters and see which one works better for you). modify the scale value to add more or less deep to the normal map (I usually set this to 3 or 4). Press the OK button and the image will show now a blueish look: this is the normal map. Save it with the same name than your texture file + the n.dds extension and choose the BC5 compression as shown in picture Saving the dds file - BC5 format. Material EditorYou can set the textures in the nif file of your armour as it was done for other Bethesda games like Skyrim (see, but that will only affect NifSkope and allow you to see the mesh texured in NifSkope but not in game.Fallout 4 uses BGSM materials, that are a new type of file, that contain most of the information regarding to textures and shaders in game. You have to set the textures here if you want to see them in game.
Repacked Files. Due to the age of Fallout 3, some mods from the Nexus are structured in a way that NMM can't use. If you read the forums at the Nexus, many people claim that NMM is terrible for Fallout 3 mods. This might have been true in 2008, but today NMM is the best tool in my opinion. I strongly recommend using it instead of the old managers. The master file into T6M Equipment Replacer.esp. In order to be able to fix the gap on the wrist with a weapon of some equipment and hand2hand, add the corresponding Mesh T6M Equipment was fixed arm is not visible in the first-person point of view.
Armours and clothes use two bgsm mateials, the main one and another one for the wet effects as shown in picture BGSM materials. In the BSLighting Shaderproperty of each node of your armour mesh, you have to enter the path and name of the BGSM material your armour uses.To access the Material Editor in the CK click on the icon with coloured bubbles in the menu bar (as shown in picture Material Editor Menu icon).Use the Material Editor to create new BGSM materials or edit existing ones.
To create a new material it is easier to edit an existing one that is similar to the one you want to create (for example, if your armour has metallic parts, use the material of an armour that also has metallic parts as the material will have all the properties and shaders for metal), and then save it with a new name.The Material Editor tool looks like the one shown in picture Material Editor. On the Textures section, at the top, enter the path and name of your texture files, as shown in picture.If you want your texture to apply the texture to both sides of the mesh, activate the Double Sided checkbox on the Misc section.Alternatively, you can use the application by ousnius, which doesn't require the CK to be running for the web server of its own material editor.Add the armour to the game Add the armour as a replacer of an existing armourYou can add the armour as a replacer of an existing one. For doing that you have to name your mesh like the one in game that you want to replace, and place it under the same folder where the vanilla mesh is. You can use jonwd7's to look at the name of the nif files and folders used in game.
For example, for making a replacer of the BOS Uniform for female characters:. place the nif file in the folder DataMeshesArmorKnightUnderArmor. rename your nif file to FBody.nifAdd the armour to the game as a new item. CK - Constructible ObjectTo add the armour to the game as a new item you have to use the CK. The steps to follow are:.
First create a new armour addon. To do it the easiest thing is to look for an existing armour addon in game, double click on it to open the screen showing its properties and change the ID of the armour addon (the first box at the top left of the screen as shown in picture CK - Armour Addon). Click on the OK button and CK will ask you if you want to create a new object.
Answer yes. Open again the screen showing the properties of the armour addon you've just created with your own ID and name and modify the values you want.Some useful parameters are (see picture CK - Armour Addon):. Weapon adjust: this box that is just below the Armour Addon id, indicates how close to the armour will be displayed weapons when sheathed. ClippingTest your armour in game.
Fallout 3 Vanilla Armor Replacer
Test it with your character in several poses: standing up, holding a weapon, walking, running, etc.Most likely in some poses you will see parts of the body clipping through the armour, as shown in picture Clipping.If this only happens in some unusual poses, like some added by mods, you can leave your armour as it is. But if this happens in usual poses in game you'll have to work a little more on your armour to eliminate this clipping effect.Load your armour into Blender again and in the areas where the body clips through the armour try some of the following methods:. move the vertices out, separating them from the body. After doing this take a look at your armour's shape in those areas and, if it has deformed too much, move the surrounding vertices to fix the shape. cut the parts of the body that are under the armour in those areas, if it is possible to cut them without leaving holes in parts that are not covered by the armour. if you cannot fix the clipping issues with any of the two previous methods you will probably have to slightly modify the weights of those areas.
Try different weights until you find out what works better.Repeat the testing and fixing process until the armour works fine in game and you'll be done:)Go to Part 4 of the tutorial - AlternativesHere the main tutorial finishes. In there are explained other two alternatives for creating the nif files using other progrmas as a bridge between Blender and Fallout 4.References.
Fallout 3 Female Power Armor Replacer
There is no file, there is a folder where to move the mod files insidehere an excerpt from the readme:/ - -Install.bluber.1 Extract the files to a temporary location.2 Copy the meshes and textures folders to your / Fallout3/Data / folder3 Enjoy.Blubber./- -it is of course the Data folder, but since there is no folder drinne meshes or textures. Darfur, there exist Fallout - Meshes.bsa and Fallout - Textures.bsa. CopyJust have used nothing.I am strongly of the I extract the. Bsa, play mod files in, and re-packaging.