Difference between revisions of "Talk:Retex Troubleshooting"
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- created a new mesh for the slaughterfish with Blender | - created a new mesh for the slaughterfish with Blender | ||
- imported the resulting NiTriShape into a copy of the slaughterfish.nif | - 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 | - deleted the NiTriShape there and made the new NiTriShape a children of the Scene Root | ||
I made textures with gimp/DDS plugin/normalmap plugin. | I made textures with gimp/DDS plugin/normalmap plugin. | ||
Line 67: | Line 70: | ||
:FIXED I needed to "Make Skin Partition" on every NiTriShape in NIFskope. | :FIXED I needed to "Make Skin Partition" on every NiTriShape in NIFskope. | ||
==Still having trouble adding textures== | |||
Hello everyone, | |||
A while back, I made a mesh for a new sword, and it works great, except for one aspect; the texture. I'm pretty sure I'm doing something wrong when I save the texture an/or the normal map, but I just don't know what. I'm using photoshop with the Nvidia DDS plugin. I saved the actual texture as follows: | |||
-DXT 1 RGB (No alpha) | |||
-2d texture | |||
-Image options: color map | |||
-Generate Mipmaps | |||
And I saved the normal map as follows: | |||
-DXT 3 ARGB (Explicit Alpha) | |||
-2d Texture | |||
-Image options: normal map: tangent space | |||
-Generate Mipmaps | |||
And still, in NIFscope the mesh looks like it has both the texture and normal map loaded, but there's no light or something, and in the game, the mesh shows up black and shiny, as though the normal map was applied to a black blade. | |||
I have manually set the path to the texture in NIFscope, but without effect.. | |||
I've tried all sorts of things, but nothing seems to work... Can anyone help? | |||
Kind regards, Morchaiel | |||
==Invisible Mesh Bug== | |||
I may have found an odd bug. A custom armor I made was completely invisible - the entire model including original Bethesda content. Textures and normal maps were all in place and the .nif displayed fine in NifSkope and in the CS. If I donned the armor in game while already wearing armor it would show up, but if I put the custom armor on while wearing nothing it would be completely invisible. However, when I duplicated the armor item in the CS (edit the armor, change the name, answer "yes" to create a new reference) it showed up fine with no problems. The original armor reference would not show up properly in game regardless of the nif I had assigned to it. I don't know how that corruption happened, but I thought I'd share it in case anybody else ran across it. | |||
p.s. It's also a good idea to "Pad and Sort Bones" when exporting your .nif from Blender, as not using this option has also caused my meshes to not show up in game. | |||
== Seethrough, Not invisible. . . == | |||
I was making a race that glowed, and trying to make it glow by making the body model glow and putting a glowmap on every other race (I couldn't figure out any other way, if there is I would like to know. . .) But they turn out with a seethrough body. . . I somehow fixed this with the head, I don't know how, but I can't figure it out? If you can figure out how to make a glowing race please post it. :)--[[User:Kewfest|Kewfest]] 14:29, 29 March 2009 (EDT) | |||
--[[User:Ragna|Ragna]] 05:48, 18 September 2009 (EDT) | |||
I think you can achieve a permanent glow by attaching a shader effect to the race. | |||
Go into the CS and open up the effectEnchantAlteration shader and then right-click on the shader list to make a new one. Now you have 2 shader windows open, allowing you to copy the entire shader's code into your new shader. | |||
One thing you have to make sure is that the "Persistent Alpha Ratio" line has a value. Since you want your race to always glow, put the value to around 0.3(test the mod 1st then come back to change values). As you may have noticed, the "Persistent Alpha Ratio" text appears in two areas, one affecting the texture and another affecting the "Edge Effect". I don't know how you want the race to glow, but for now make the values match on both areas. Then save it under a unique and easy-to-remember name. | |||
Now open the "script edit" window and add this line to a new script. | |||
Begin gameMode | |||
playMagicShaderVisuals YourShaderName ?(<how long it plays, but leave it empty) | |||
end | |||
Save it and attach it to the race. When you 1st use that race you might notice some shader effects that you may not like. So if it works, go back and start playing around with time values until you're satisfied. If you don't know what the script does, search for the code's words in this site's search box. Hope that helps! | |||
== Pink Ship(My Modded Item) == | |||
I modded in a ship with multiple textures and manually put the textures on it in Nifscope but when I put it in the CS the Ship is just completely pink, I read the Pink surfaces already and I checked and made sure the texture paths in Nifscope were correct,and they were, but the object still appears pink. | |||
(P.S. I am also having a problem with the invisible clothing thing(My object takes 2 textures which may be why)--[[User:Ichigo9090|Ichigo9090]] 16:39, 12 December 2009 (EST) | |||
:It definitely sounds like the textures are not being found, i.e. they are not where you're telling the game they are. Unfortunately, there could be a few reasons for this, IIRC, and I don't know all of them. Honestly... you'll probably have better luck in the {{Forums}}. Not a lot of people are going to check here. Sad, but true. | |||
:Hope you can find help! | |||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 23:26, 12 December 2009 (EST) | |||
Well I did end up fixing it I think that one small thing was messed up in my texture path(even though it did look right)but I just changed it a few times to the same thing over and over and eventualy it ended up working--[[User:Ichigo9090|Ichigo9090]] 18:11, 20 December 2009 (EST) |
Latest revision as of 19:11, 20 December 2009
Black Texture[edit source]
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[edit source]
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[edit source]
- 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[edit source]
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.
Still having trouble adding textures[edit source]
Hello everyone,
A while back, I made a mesh for a new sword, and it works great, except for one aspect; the texture. I'm pretty sure I'm doing something wrong when I save the texture an/or the normal map, but I just don't know what. I'm using photoshop with the Nvidia DDS plugin. I saved the actual texture as follows:
-DXT 1 RGB (No alpha) -2d texture -Image options: color map -Generate Mipmaps
And I saved the normal map as follows:
-DXT 3 ARGB (Explicit Alpha) -2d Texture -Image options: normal map: tangent space -Generate Mipmaps
And still, in NIFscope the mesh looks like it has both the texture and normal map loaded, but there's no light or something, and in the game, the mesh shows up black and shiny, as though the normal map was applied to a black blade.
I have manually set the path to the texture in NIFscope, but without effect..
I've tried all sorts of things, but nothing seems to work... Can anyone help?
Kind regards, Morchaiel
Invisible Mesh Bug[edit source]
I may have found an odd bug. A custom armor I made was completely invisible - the entire model including original Bethesda content. Textures and normal maps were all in place and the .nif displayed fine in NifSkope and in the CS. If I donned the armor in game while already wearing armor it would show up, but if I put the custom armor on while wearing nothing it would be completely invisible. However, when I duplicated the armor item in the CS (edit the armor, change the name, answer "yes" to create a new reference) it showed up fine with no problems. The original armor reference would not show up properly in game regardless of the nif I had assigned to it. I don't know how that corruption happened, but I thought I'd share it in case anybody else ran across it.
p.s. It's also a good idea to "Pad and Sort Bones" when exporting your .nif from Blender, as not using this option has also caused my meshes to not show up in game.
Seethrough, Not invisible. . .[edit source]
I was making a race that glowed, and trying to make it glow by making the body model glow and putting a glowmap on every other race (I couldn't figure out any other way, if there is I would like to know. . .) But they turn out with a seethrough body. . . I somehow fixed this with the head, I don't know how, but I can't figure it out? If you can figure out how to make a glowing race please post it. :)--Kewfest 14:29, 29 March 2009 (EDT)
--Ragna 05:48, 18 September 2009 (EDT) I think you can achieve a permanent glow by attaching a shader effect to the race.
Go into the CS and open up the effectEnchantAlteration shader and then right-click on the shader list to make a new one. Now you have 2 shader windows open, allowing you to copy the entire shader's code into your new shader.
One thing you have to make sure is that the "Persistent Alpha Ratio" line has a value. Since you want your race to always glow, put the value to around 0.3(test the mod 1st then come back to change values). As you may have noticed, the "Persistent Alpha Ratio" text appears in two areas, one affecting the texture and another affecting the "Edge Effect". I don't know how you want the race to glow, but for now make the values match on both areas. Then save it under a unique and easy-to-remember name.
Now open the "script edit" window and add this line to a new script.
Begin gameMode
playMagicShaderVisuals YourShaderName ?(<how long it plays, but leave it empty)
end
Save it and attach it to the race. When you 1st use that race you might notice some shader effects that you may not like. So if it works, go back and start playing around with time values until you're satisfied. If you don't know what the script does, search for the code's words in this site's search box. Hope that helps!
Pink Ship(My Modded Item)[edit source]
I modded in a ship with multiple textures and manually put the textures on it in Nifscope but when I put it in the CS the Ship is just completely pink, I read the Pink surfaces already and I checked and made sure the texture paths in Nifscope were correct,and they were, but the object still appears pink.
(P.S. I am also having a problem with the invisible clothing thing(My object takes 2 textures which may be why)--Ichigo9090 16:39, 12 December 2009 (EST)
- It definitely sounds like the textures are not being found, i.e. they are not where you're telling the game they are. Unfortunately, there could be a few reasons for this, IIRC, and I don't know all of them. Honestly... you'll probably have better luck in the Forums. Not a lot of people are going to check here. Sad, but true.
- Hope you can find help!
- Dragoon Wraith TALK 23:26, 12 December 2009 (EST)
Well I did end up fixing it I think that one small thing was messed up in my texture path(even though it did look right)but I just changed it a few times to the same thing over and over and eventualy it ended up working--Ichigo9090 18:11, 20 December 2009 (EST)