Can't get textures to work at all

Post » Fri May 27, 2011 2:12 am

I have my model exported as a .nif, I've UV mapped it and created the texture, saved it as a .DSS and created a normal map

When I go into NifSkope and add the texture to the mesh, nothing happens, it just stays white. In game it's just pink. Can anbody please give me a straight list of what to do to get textures to work?

I've literally been working at this for 2 days, trawling through hundreds of tutorials on youtube and the TES CS wiki, each one telling me to do different things, some telling me to add the textures in blender (which didn't work either.) I'm going insane

So basically I have the mesh .nif file, the texture and the normal map, but now have no idea what to do with them. Please help!
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Cheryl Rice
 
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Post » Fri May 27, 2011 11:48 am

Well, it does that when it can't find or can't use the texture you gave it. I'm not sure why it would do that for you, but you might want to double check:
  • That you've imported the version with the correct UV (try adding a texture in the modelling program, and see if that works. Only UVing it doesn't properly save the UV data in some of the programs I've used)
  • That your .DDS works on other meshes. It'll look ugly, but it will prove it works.
  • Your NifSkope settings. If you open up other meshes, do they show their normal texture? You might need to configure the Render Settings.


Other than that, I can't think of much else! Good luck! :)
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luis ortiz
 
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Post » Fri May 27, 2011 1:49 pm

Mishaxhi,

1) Make sure when you UV map your texture, that the texture actually got applied to your mesh. You can do this by switching the Draw type/Viewport Shading to Textured.
2) In the Materials button window [F5], in the Link to Object panel, make sure to assign a material to the mesh ("ME").
3) In the Map Input panel, change Orco to UV.
4) In the Material panel, set the specular color ("Spe") to black, otherwise you will have an unneeded SpecularProperty block in the .nif file.
5) Switch to the Texture button window [F6] and in the Texture panel, just below the word "Texture", click to Add New. Set the Texture Type to Image. In the Image panel, click on the arrows to the left of "Load" and pick the .dds texture you used to UV map your mesh.
6) In the Mesh panel of the Mesh button window [F9], unhighlight Double Sided, otherwise you will have a StencilProperty block in the .nif file that you don't need.
7) Switch to Object mode with your object selected and make sure to use Ctrl-A if necessary to clear any non-uniform scaling.
8) With your object still selected, you should now be ready to export your mesh to a .nif file.

You can find more information like this at the http://www.invision.tesalliance.org/forums/ in the Modeling forum. Sessions 1 and 2 there are precursors to the soon-to-be-available Blender2Oblivion tutorial. Good luck.
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Steven Hardman
 
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Post » Fri May 27, 2011 2:22 pm

Mishaxhi,

1) Make sure when you UV map your texture, that the texture actually got applied to your mesh. You can do this by switching the Draw type/Viewport Shading to Textured.
2) In the Materials button window [F5], in the Link to Object panel, make sure to assign a material to the mesh ("ME").
3) In the Map Input panel, change Orco to UV.
4) In the Material panel, set the specular color ("Spe") to black, otherwise you will have an unneeded SpecularProperty block in the .nif file.
5) Switch to the Texture button window [F6] and in the Texture panel, just below the word "Texture", click to Add New. Set the Texture Type to Image. In the Image panel, click on the arrows to the left of "Load" and pick the .dds texture you used to UV map your mesh.
6) In the Mesh panel of the Mesh button window [F9], unhighlight Double Sided, otherwise you will have a StencilProperty block in the .nif file that you don't need.
7) Switch to Object mode with your object selected and make sure to use Ctrl-A if necessary to clear any non-uniform scaling.
8) With your object still selected, you should now be ready to export your mesh to a .nif file.

You can find more information like this at the http://www.invision.tesalliance.org/forums/ in the Modeling forum. Sessions 1 and 2 there are precursors to the soon-to-be-available Blender2Oblivion tutorial. Good luck.


Thanks for your replies, but I thought blender didn't support DDS files. So should export my textured UV map as a different file type just to test it first?

- exported it as a jpeg. When I try to apply it to the mesh the proper way it doesn't show up, although it shows up on the preview sphere to the left. However, when I load it onto the UV screen, it shows up on the mesh, but then it doesn't export with that mesh on. This is confusing
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Brandi Norton
 
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Post » Fri May 27, 2011 5:23 am

Mishaxhi,

Yes, Blender does support .dds files. If yours doesn't, you really should update. The latest stable version is 2.49b. Be warned though, if you have been using a version before 2.45, you will find that the UV mapping has been changed. Rather than a special mode in the 3D view, you UV map with the 3D view in Edit mode. Once you get used to it , you will find it's much better. Try following, and understanding each of the steps I listed. If you still have trouble, go to the TES Alliance and download Session 1 from the modeling forum. That session goes through each step of UV mapping and exporting a simple mesh as a .nif file.
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Katie Pollard
 
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Post » Fri May 27, 2011 11:01 am

Yeah I've been using the latest version, only downloaded it about 2 weeks ago. Suppose the tutorial I read was out of date

I'll take a look at the link you posted
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Taylah Illies
 
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Post » Fri May 27, 2011 4:02 am

Also here's what I'm looking at, you can see my setting, UV map and model

http://img198.imageshack.us/img198/7810/ffffffffffp.jpg | http://img27.imageshack.us/img27/9249/gggggggf.jpg

Model and texture are very basic right now I'm just trying to get it to work before I start on anything better
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christelle047
 
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Post » Fri May 27, 2011 3:39 pm

Followed the first modelling on TESAlliance on making the ruler and the textures won't work for me on that either. Now I am very confused
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Aaron Clark
 
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