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Difference between revisions of "Retex Troubleshooting"

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217 bytes removed ,  03:59, 4 June 2006
Corrected info on glowmaps and moved to own section. Facts please, no wild speculations.
imported>Omzy
imported>JOG
(Corrected info on glowmaps and moved to own section. Facts please, no wild speculations.)
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*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 "'''\'''".


 
<Br>
==Clipping Problems (Missing EGM File)==
==Clipping Problems (Missing EGM File)==


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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
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


 
<Br>
==Invisible Body Parts (Missing Normal Map)==
==Invisible Body Parts (Missing Normal Map)==


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:Textures\My_n.dds
:Textures\My_n.dds


 
<Br>
Some textures (armor for example) require a glow map. A glow map is a texture that corresponds with the amount of "shininess" an object shows when struck by light at different angles. These work in retexturing much the same way as the normal map. The glow map simply has _g behind the filename. So you might need 3 files:
 
 
helmet.dds (texture)
helmet_n.dds (normal map)
helmet_g.dds (glow map)
 
 
When editing a currently existing texture, one can use the original normal and glow maps and copy them to work for the new texture. If you are retexturing silver armor and rename your new armor silverNEW.dds, then you should copy the normal and glow maps from the silver textures and rename them silverNEW_n.dds and silverNEW_g.dds. Although the armor will look fine in the editor without the glow map, it is good to have in-game if you want your armors to glow so that your mod looks more professional.
 
 
==Black Texture==
==Black Texture==


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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.
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.
<Br>
==No glowing or glowing on wrong parts (Missing Glowmap)==
Some objects (Glass or Daedric armor for example) require a glow map. ("texture_g.dds")
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.


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