-_- This is making me angry . . . .

Post » Thu May 03, 2012 9:44 pm

I have countless of times, retextured stuff in my past both with existing Textures and ones I created. YET, for some really dumb reason, I retexture a stupid Kwama egg in Nifskope, and the texture doesn't show. . .. -__- It stays black white.
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Strawberry
 
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Post » Thu May 03, 2012 10:44 am

Are textures in the correct paths and formats?
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Natalie J Webster
 
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Post » Thu May 03, 2012 10:12 am

Is the file extension in nifskope the same as the actual file?

Edit: Ninja'd
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Alkira rose Nankivell
 
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Post » Thu May 03, 2012 5:29 pm

What's the texture file path in the NifSkope? It has to start with texture name itslef or with Textures folder, it can not start with any C:\Program Files or Morrowind path.
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jeremey wisor
 
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Post » Thu May 03, 2012 7:16 pm

hmm; Original I tried with it on my Desktop, then I moved it to a textures folder on my desktop, then i tried to move it in the morrowind directory, textures folder. none of them seemed to work. The File is a DDS format. and I had converted it to DDS from JPG format.
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Sarah Bishop
 
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Post » Thu May 03, 2012 9:46 am

are the texture dimensions powers of 2? Post the file, and I'll take a look...
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CRuzIta LUVz grlz
 
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Post » Thu May 03, 2012 1:54 pm

What's the texture file path in the NifSkope? It has to start with texture name itslef or with Textures folder, it can not start with any C:\Program Files or Morrowind path.

I don't understand that.. I retxture a mesh in nifskope, and the file always leads to M:Program files/Bethesda and so forth. It shows up fine in nifskope and ingame, and later I usually use niftexture to remove everything in front of "textures". I've sometimes had issues like described when the total filename is too long, or in bmp or psd format.
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Bedford White
 
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Post » Thu May 03, 2012 2:59 pm

post just the texture or both the texture a Kwama egg mesh?
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Chelsea Head
 
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Post » Thu May 03, 2012 10:55 am

post just the texture or both the texture a Kwama egg mesh?
Make sure that the texture is a multiple of 8.
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Minako
 
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Post » Thu May 03, 2012 3:54 pm

I don't understand that.. I retxture a mesh in nifskope, and the file always leads to M:Program files/Bethesda and so forth. It shows up fine in nifskope and ingame, and later I usually use niftexture to remove everything in front of "textures". I've sometimes had issues like described when the total filename is too long, or in bmp or psd format.

It may show up in you game, but what if someone has their Morrowind not in M:\Progam Files? It will be blank. Thus the path has to start with the texture itself (if the file is directly in Textures folder) or with Textures\texturename
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Lou
 
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Post » Thu May 03, 2012 6:59 pm

Make sure that the texture is a multiple of 8.

I am a texturing illiterate. . . What do you mean by that? I can retexture. . . .but apparently not in this case. . .some reason. I can't texture new meshes however, or e.c.t. I don't know why but I seem to be having a very difficult time grasping the idea of texturing in whole, regardless of all the god-forsaken tutorials out there. lol
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Kellymarie Heppell
 
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Post » Thu May 03, 2012 9:25 pm

post just the texture or both the texture a Kwama egg mesh?

both would be best

Powers of 2 should be something like 1024x512, 256x256, or 8x32
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Christie Mitchell
 
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Post » Thu May 03, 2012 1:20 pm

ok.
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Alexandra Ryan
 
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Post » Thu May 03, 2012 11:23 am

It may show up in you game, but what if someone has their Morrowind not in M:\Progam Files? It will be blank. Thus the path has to start with the texture itself (if the file is directly in Textures folder) or with Textures\texturename

That's why I go back and remove the drive portion of the path later. What I'm saying is that having that on there won't prevent it from showing up on the computer that made it...
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Jamie Moysey
 
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Post » Thu May 03, 2012 3:59 pm

If i remember correctly, textures size must be 512, 1024 or 2048. Maybe this helps

Kalamestari_69
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Allison Sizemore
 
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Post » Thu May 03, 2012 3:45 pm

In troubleshooting textures and Nifskope I do a few things

1. drag a texture that you know works (any texture will do - as long as you know it is showing up in game) into the same folder as where you have your new texture

2. open up the mesh in nifskope

3. drag the texture you know that works onto nifskope (which automatically detects the filepath)

- if no texture shows up on the mesh you now know you have a filepath issue - with Win 7 I get this a lot and it took a lot of fiddling for me to get Nifskope to read all the filepaths

- if the texture does show up on the mesh then you have eliminated filepath being the problem

4. Now drag your new texture onto the mesh - if it shows up white then you have an incorrect format or incorrect size

format is dds, bmp, or tga
size is any combination of 32, 64, 128, 256, 512, 1024, 2048 eg 512x512 or 128x1024

Sometimes when making a texture I'll add a shadow to a layer - this almost always changes the image size and unless I resize back to 512 or 1024 in my final image I will get the whiteout that you describe in your OP - it makes me mad too :)
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Jeremy Kenney
 
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Post » Thu May 03, 2012 10:27 am

Illuminal, Thank you very much. ^_^
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Sherry Speakman
 
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