Difference between revisions of "Talk:Retex Troubleshooting"

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(Crashes on adding a normalmap)
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It looks good in NIFskope, but the CS crashes. When I delete the _n.dds it doesn't crash. I even tried to use the original .dds files, it still crashes, so I guess it's a NIF problem.
It looks good in NIFskope, but the CS crashes. When I delete the _n.dds it doesn't crash. I even tried to use the original .dds files, it still crashes, so I guess it's a NIF problem.
:FIXED I needed to "Make Skin Partition" on every NiTriShape in NIFskope.

Revision as of 20:21, 30 August 2006

Black Texture

Texture appears black in game and abnormal behaviour in inventory window.

If you've used Nifskope to do your texturing work this irksome bug sometimes crops up. The file path gets unduly truncated (sometimes even simply to x.dds) or / gets switched for \ It'll still display perfectly well in the Nifskope render window, but the Oblivion engine requires more clarity in designating file path.

To solve this, go back into Nifskope and find the purple flower symbol in the block list (if you used Nifskope to texture in the first place presumably you know it).Double click the name next to the icon and write in longhand the full path to your texture (including at the end of course your texture's name), eg: C:Program Files\Oblivion\Data\textures\mytexture.dds

That's fine when your just working on the texture for yourself. But what about when you want to release your mod? The above filepath would be no use to someone who had their Oblivion folder within a Betheseda Softworks folder for instance. Therefore, prior to release you'll need to make another change to the texture path in Nifskope this time reducing it to:

textures\[any subfolders]\.dds

Now the texture won't appear in the Nifskope render window (which is why those using Nifskope as an aid to drawing textures will need the step above) but the texture will appear correctly in game and - crucially - will do so for everyone else who has the correct meshes and textures folders within their Oblivion\Data directory.

White Surface

Erm, the NIFScope says that it cannot find the dds files, even though they are in the correct folders. This shows up as a white surface all over the model. How do I fix this? The Imperial Dragon 17:59, 11 June 2006 (EDT)

I've had that problem several times. Each time, I had the right truncated path, but the wrong home directories. For example, it says Data\Textures\armor\daedric is the right path perhaps, but if you right click on it and select Choose, it will show the entire path to be C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\armor\daedric, whereas I might have had the files in C:\Current\Oblivion\Data\Textures\armor\daedric. The whole path has to be exactly the same between mesh and texture file or it throws that error at you. Could always be something else, though.--Omzy 19:05, 11 June 2006 (EDT)

How do I change the directory the program looks in? The Imperial Dragon 20:38, 11 June 2006 (EDT)


Ah! Fixed it, thanks!
I know, it sucks. I did like 125 textures in the wrong folder and spent an hour changing the paths for the second time. I wonder if there is some sort of shortcut for changing the base paths of a group of textures...--Omzy 21:01, 11 June 2006 (EDT)
I think I know how to fix this, at least it worked for me, right-click in empty space and select Texture and Folders, it gives you the list of directories. You have to click on the folders that lead to the Data Folder, then the Data folder itself. I don't get error messages anymore. The Imperial Dragon 23:40, 11 June 2006 (EDT)

That makes me mad that I spent all that time when I coulda just done that. Grr.--Omzy 23:50, 11 June 2006 (EDT)

Just one warning before you start making a whole bunch of new textures, make sure that the Default path uses backslashed instead of slashes, or does it make a difference for this program?

Invisible Armor

Doh. Now the thing isn't showing up in the Render Window. It shows up fine elsewhere, but not on the characters or on its own. I can move it around, or put it on characters and have them disapear. What did I do (or not do) this time? I've got the _n.dds and the _GND.nif and the rest... But it's not working... The Imperial Dragon 23:37, 11 June 2006 (EDT)

You're telling me it shows up fine in NifSkope but not in the render window? Check nifskope again.--Omzy 23:51, 11 June 2006 (EDT)

Nope, it still shows up okay in nifskope. The Imperial Dragon 23:53, 11 June 2006 (EDT)

I got them all pink again. I found out that I was using biped models instead of GND models. Is the pink texture better than completely vanished? The Imperial Dragon 00:21, 12 June 2006 (EDT)

I can answer this myself, yes, it is a good thing. It turns out that the problem was that the NIFskope can accept / and \ but Oblivion accepts only \. This is how I fixed that pink problem, after making those objects visible. Now, how to make the default \ instead of /... The Imperial Dragon 00:27, 12 June 2006 (EDT)

Not sure how good the solution above is, but it addresses this compatability issue. See headline above Black Textures--Omzy 01:14, 12 June 2006 (EDT)
Why not simply use Texture Replacer instead of Nifskope for retexturing?--JOG

Thanks for the answers, the paths were correct, but something's still weird with the gauntlets... But aside from that, everything's alright. The Imperial Dragon 18:55, 12 June 2006 (EDT)

Crashes on adding a normalmap

Hi there,

if anybody had that problem before, and has a solution, I

- created a new mesh for the slaughterfish with Blender - imported the resulting NiTriShape into a copy of the slaughterfish.nif - deleted the NiTriShape there and made the new NiTriShape a children of the Scene Root

I made textures with gimp/DDS plugin/normalmap plugin.

It looks good in NIFskope, but the CS crashes. When I delete the _n.dds it doesn't crash. I even tried to use the original .dds files, it still crashes, so I guess it's a NIF problem.

FIXED I needed to "Make Skin Partition" on every NiTriShape in NIFskope.