Difference between revisions of "Retex Troubleshooting"

717 bytes removed ,  04:27, 4 June 2006
Revised "Black Textures" section, and moved discussion to talk page.
imported>JOG
(Corrected info on glowmaps and moved to own section. Facts please, no wild speculations.)
imported>JOG
(Revised "Black Textures" section, and moved discussion to talk page.)
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==Pink Surfaces (Wrong Texture-Name)==
==Pink Surfaces (Wrong texture-name)==


When the game can't find the texture, your retextured model is completely pink.
When the game can't find the texture, your retextured model is completely pink.
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There are two things that can be missed easily, though:
There are two things that can be missed easily, though:


*Make sure that the texture in the NIF begins with "'''textures\'''" not "'''\textures\'''" Oblivion internally adds "Oblivion\data\" and a leading Backslash would result in the illegal filename "Oblivion\data'''\\'''textures\texture.dds"
*Make sure that the texture in the NIF begins with "'''textures\'''" not "'''\textures\'''" or "'''C:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\'''". Oblivion internally adds "Oblivion\data\" and everything but "Textures\" would result in an illegal filename.


*Always use the backslash ("'''\'''") not the slash ("'''/'''"). While Morrowind didn't care which one you used, Oblivion does, and it only accepts the "'''\'''".
*Always use the backslash ("'''\'''") not the slash ("'''/'''"). While Morrowind didn't care which one you used, Oblivion does, and it only accepts the "'''\'''".


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==Clipping Problems (Missing EGM File)==
==Invisible Body Parts (Missing normal map)==
 
If you've retextured clothing type items (especially for heads) you may get clipping problems, wherby parts of the head show through the helmet.
 
The clipping problem occurs because of the face sliders which mean that features can be in different positions for different characters. The solution is the .egm file, which applies the facegen data to the mesh.
 
If you're encountering clipping problems then, chances are you either didn't copy over the relevant .egm file into the same folder as the .nif; or you haven't named the .egm with the same name as the .nif
 
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==Invisible Body Parts (Missing Normal Map)==


A quite common problem with retexturing is the disappearance of bodyparts, especially when you use an retextured armor. This is caused by a missing normal map. For some reason the game seems to mix up an object's axes when the normal map is missing.  
A quite common problem with retexturing is the disappearance of bodyparts, especially when you use an retextured armor. This is caused by a missing normal map. For some reason the game seems to mix up an object's axes when the normal map is missing.  
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:Textures\My_n.dds
:Textures\My_n.dds


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==Black Texture==


Texture appears black in game and abnormal behaviour in inventory window.
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==Black Surfaces (Missing normal map or no alpha channel in nomal map)==


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 \
This is usually a side-effect of a missing normal map, but can also be caused by a normal map that has no alpha-channel.
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:
Objects that have gloss use the normal map's alpha channel to determine how reflective each part of the object is. When the game can't find the normal map, the object looks very dark or even black.
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:
When the normal map is missing, you'll also experience abnormal behaviour in the inventory window especially for rings and amulets, as described above.


textures\[any subfolders]\.dds
Objects with a strong emissive black color and much gloss (Jewelery for example) might even appear black instead of pink when the game can find no texture at all, see the infos on missing textures above.


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.


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The glow map determines the strength of the "emissive color" that is emitted by a part of the armor. White areas glow with the full strength set in the NIF-File, while black areas don't glow at all.  
The glow map determines the strength of the "emissive color" that is emitted by a part of the armor. White areas glow with the full strength set in the NIF-File, while black areas don't glow at all.  


Without a glowmap, all parts of the texture that are in the same general color as the emissive color are glowing (for instance, when you set a red emissive color in Nifskope, the whole body of an orange creature will glow.) with a glowmap you can be more selective and have only the eyes of the creature glowing red.
Without a glowmap, all parts of the texture that are in the same general color as the emissive color are glowing (when you set a red emissive color in Nifskope for example, the whole body of an orange creature will glow.) with a glowmap you can be more selective and have only the eyes of the creature glowing red.


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==Clipping Problems (Missing EGM-file)==
If you've retextured clothing type items (especially for heads) you may get clipping problems, wherby parts of the head show through the helmet.
The clipping problem occurs because of the face sliders which mean that features can be in different positions for different characters. The solution is the .egm file, which applies the facegen data to the mesh.
If you're encountering clipping problems then, chances are you either didn't copy over the relevant .egm file into the same folder as the .nif; or you haven't named the .egm with the same name as the .nif


[[Category:Solutions]]
[[Category:Solutions]]
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