Texture Set Help

Post » Sun Aug 08, 2010 12:21 am

I have been retexturing things for a while, but this time, while trying to retex the mainframe01.nif I am getting a very bright result and I don't know why.

Here is a http://s779.photobucket.com/albums/yy80/HupOranje/mainframegeck.jpg with the texture set.
Here is a http://s779.photobucket.com/albums/yy80/HupOranje/mainframegame.jpg.

The pic from the geck is with the lighting toggeled off (A), If the lighting is toggeld on, the images look the same. So I know it has to do with emmisiveness, but I can't figure out what to do. The Geck image is what it is supposed to look like. And I know why the light panel on the mainframe is red and not green, that isn't the problem.

Thanks :)

EDIT: Here is a http://s779.photobucket.com/albums/yy80/HupOranje/mainframeboth.jpg showing two mainframes, the one on the left was made by updating the textures within the NIF as opposed to using a texture set. As you can see, the updated NIF version looks correct.
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gandalf
 
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Post » Sun Aug 08, 2010 12:25 am

Morning pkleiss. :)

Hope things are going well with Underground City!

As for the Mainframe, does the Texture Set have a Normal map? Or just the main texture?

The mainframe actually has an animation, as the lights change (thats the animation). I used the exact same mainframe models in my mod as well, activating and de-activating the light patterns with "Playgroup". While I don't think that the animation is causing this, it does seem very strange to me at the same time. It almost looks like the normal map (if exists on the Texture Set) is missing or is way too strong.

Miax
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Laura Tempel
 
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Post » Sun Aug 08, 2010 9:37 am

Well it wouldn't do that if you put the right textures into the right corresponding slot in the texture set. :lol:

As you have it, there's nothing in the glow map slot, which is why it's glowing, the full emissive isn't being masked, because you haven't added a glow mask.....env map in the parallax slot so on and so forth etc.

There is a discrepancy between the order in which the textures are listed in the nif vs. the geck texture set.

older Nifskopes, before the current experimental build, used to actually display the order in the texture set incorrectly, its display matched the order they are in the geck texture sets, which was wrong.... Caught me out for a couple days when I started f3 modding. I ended up moaning about it loudly enough and the ninja niftoolhonchos sorted it out. :)

which reminds me, I should be ready to update that section that says nifskope displays them incorrect in my env tutorial, when the 1.0.22 gets full release
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BrEezy Baby
 
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Post » Sun Aug 08, 2010 12:26 am

Well it wouldn't do that if you put the right textures into the right corresponding slot in the texture set. :lol:

As you have it, there's nothing in the glow map slot, which is why it's glowing, the full emissive isn't being masked, because you haven't added a glow mask.....env map in the parallax slot so on and so forth etc.

There is a discrepancy between the order in which the textures are listed in the nif vs. the geck texture set.

older Nifskopes, before the current experimental build, used to actually display the order in the texture set incorrectly, its display matched the order they are in the geck texture sets, which was wrong.... Caught me out for a couple days when I started f3 modding. I ended up moaning about it loudly enough and the ninja niftoolhonchos sorted it out. :)

which reminds me, I should be ready to update that section that says nifskope displays them incorrect in my env tutorial, when the 1.0.22 gets full release


I just have to say, I envy your knowledge of textures and models!

I didn't even know that you Need to populate the environment and glow mask slots! Many texture sets that came with the game don't fill em, but it makes absolute sense now that you describe it.

Looking forward to your next update on the texture set guide, I have a feeling I will need to correct my own tutorials. :o

Cheers mate!

Miax
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Brooks Hardison
 
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Post » Sun Aug 08, 2010 3:37 am

I just have to say, I envy your knowledge of textures and models!

I'm still stumped daily by them! :lol:

I didn't even know that you Need to populate the environment and glow mask slots! Many texture sets that came with the game don't fill em, but it makes absolute sense now that you describe it.

you don't.

that depends on other factors. in this case, certain shader flags, sf_multiple_textures, for the env and the mask. nothing will happen if you don't add those maps, i think.... besides an error barfed at you if you drop it into the viewport, telling you have that shader enabled but no maps. kinda the reverse happens when you, say have a parallax map in the textures, but not the shader enabled. it still goes, but it lets you know.
and the glow map has to be there in this case or else it all glows, instead of the parts that aren't masked off by the glow map. because of the material settings in the nif. So its materials and shaders is the determining factor for what maps you should have/need
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Kirsty Collins
 
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Post » Sun Aug 08, 2010 8:09 am

Well it wouldn't do that if you put the right textures into the right corresponding slot in the texture set. :lol:


Of course! :facepalm: I looked at the textures and thought to myself, why is the glow slot empty when there is a _g.dds file. But I had too much reverence to actually come up with the idea that Nifskope and the geck would have used different slot orders. Thanks a bunch for pointing that out.

FYI - I changed the order of the textrues and it appears correct now.
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Allison C
 
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Post » Sat Aug 07, 2010 6:49 pm

I know that feeling. think of how screwed up my head when nifskope had it all wrong as well!

it's not nifskope being different afaik. thats the actual order of how the strings are laid out in the nif block itself. Nifskope can call them what ever it wants(which is how it got it wrong in the first place), but the order of the string list is just how comes.

Seeing as both the BSShaderTextureSet and the texture set in the geck were both coded in house by beth dev's you'd think there would be some consistency between the 2. :wacko:
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Sammie LM
 
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