I actually tried to do this last year (if memory serves me correctly), but I didn't want to deal with screwing with the mesh so I did it via a retexture. Obviously this has the benefit of not needing to choose between a lossless texture and preserving the texture's memory footprint, so when I start playing again I think I'll choose this instead. Props to you for fixing this.
I do recall not being able to find which part of the texture belonged to the vertical portions of the main steps, which is why I never got around to finishing it, now that I think about it.
The more I learn about Dead Money, the more I realize just how impressively fucked it is. Between this, the fireworks, not to mention they never updated it for the rebalance patch - 1.2 or 1.3, I believe, which is why the Auto Rifle is so horrendously inaccurate in comparison. Good lord.
There's still a few issues, but this is WAY better than how it had been.
As an example, looking at the rest of the assets this part here https://i.imgur.com/HUFuWfJ.png should probably have the UV going all the way down to the bottom of that section, since the arches have the brick going half way up them. I've got access to actual UV editing tools, but the mesh is awfully big, and the thought of doing all the prep work with the mesh before editing the UV is awfully tiring. So great work doing all of this with just Nifskope!
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I do recall not being able to find which part of the texture belonged to the vertical portions of the main steps, which is why I never got around to finishing it, now that I think about it.
As an example, looking at the rest of the assets this part here https://i.imgur.com/HUFuWfJ.png should probably have the UV going all the way down to the bottom of that section, since the arches have the brick going half way up them. I've got access to actual UV editing tools, but the mesh is awfully big, and the thought of doing all the prep work with the mesh before editing the UV is awfully tiring. So great work doing all of this with just Nifskope!