Difference between revisions of "SwapTextureOnRef"

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imported>Hopper31
(Created page with "{{Function |origin = VEGAS1 |summary = Used to swap a texture for a particular nif block on a given reference. |name = SwapTextureOnRef ''Ref'' ''NifBlockName'' ''PathToNew...")
 
imported>ZuTheSkunk
(--> Notes)
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==Notes==
==Notes==
Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to not include the file extension at the end of the path.
Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to '''not''' include the file extension at the end of the path.


Pointing to an invalid texture will result in that particular nif block turning solid magenta instead of the usual missing texture glitches.
Pointing to an invalid texture will result in that particular nif block turning solid magenta instead of the usual missing texture glitches.
Also, keep in mind that the NifBlockName DOESN'T have to contain "##" at the start, unless the name of that particular block actually contains them within the model itself.


[[Category:New Vegas Content]]
[[Category:New Vegas Content]]

Revision as of 09:37, 7 April 2016

< [[::Category:Functions|Category:Functions]]

A function included in the GECK Version 1.1.0.262 for Fallout: New Vegas.

Description

Used to swap a texture for a particular nif block on a given reference.

Syntax

[help]
SwapTextureOnRef Ref NifBlockName PathToNewTexture 

Or:

SwapTexture Ref NifBlockName PathToNewTexture

Example

SwapTexture Player "##Screen:0" "weapons\1handpistol\EuclidScreenSuccess"

Swaps the texture for the nif block named ##Screen:0 on the player to EuclidScreenSuccess.

Notes

Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to not include the file extension at the end of the path.

Pointing to an invalid texture will result in that particular nif block turning solid magenta instead of the usual missing texture glitches.

Also, keep in mind that the NifBlockName DOESN'T have to contain "##" at the start, unless the name of that particular block actually contains them within the model itself.