Red textured armor in GECK

Post » Tue May 17, 2011 3:20 am

And to that, the below image should say it all for those that know a workaround. Why is it doing this?

http://j.imagehost.org/0460/Untitled-1_11.jpg
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Karen anwyn Green
 
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Post » Tue May 17, 2011 12:51 am

it cannot read or locate the textures for the mesh, so it displays that default red

either your textures are in some way incompatible, they are in the wrong folder or file paths pointing to the textures in the nif texture set are incorrect. check everything is spelled correctly and in the right place etc
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Yonah
 
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Post » Tue May 17, 2011 11:14 am

Aww man I was afraid of that. I wasn't able to edit my post above and I wanted to include that I think this mesh came from the COL Enclave Replacer, or it could be the Colossus armor mod.

Anyways I’m just creating a personal compilation armor mod and using other peoples armor meshes for it. So in general I have to figure out the above and fix it… My guess is the texture path is out of synch with the mesh as the texture is present, now comes the fun part trying to figure out how to link the texture path to the mesh using NifScope, out of all the years ya would think I would have learned how to use NifScope :poke:
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flora
 
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Post » Tue May 17, 2011 3:11 pm

Open the mesh in Nifskope
Click the untextured piece
Expand the NiTriStrips entry for that piece
Expand the BSShaderPPLightingProperty entry under that
Click the BSShaderTextureSet entry

Down at the bottom, expand the Textures entry. The first entry below that is the texture, the second one is the normal map (_n). Click the little icon to browse for the texture files.
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Kathryn Medows
 
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Post » Tue May 17, 2011 1:48 am

Ah dude that is so easy, thanx for setting me on the right. From the looks of it, only the legs were introduced correctly to the mesh.

:edit:

So if a mesh doesn't have a "NiTriStrips" entry, then... what?
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Luna Lovegood
 
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Post » Tue May 17, 2011 1:47 am

then it has a nitrishape. a mesh object can only really be one or the other, shape or strips. strips draw faster- that's the whole point of them. but they aren't ever used on skinned meshes and sometimes on other things like meshes with alpha transparency, hair for example.

my basic rule is- shapes for rigged and alpha'd meshes. strips for everything else.
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FirDaus LOVe farhana
 
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Post » Tue May 17, 2011 4:13 am

The Geck doesn't load textures without mipmaps, but the game does. If it works in-game but is red in the Geck then that's likely the problem.
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Alycia Leann grace
 
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Post » Tue May 17, 2011 6:29 am

you do want mipmaps though

mipmaps prevent that sparkling sizzling artifacting that happens when the textures actual resolution is greater than the actual pixels it takes up in screen... it's trying to cram a few hundred texture pixels into a few pixels on screen, it gets a little bit weird looking
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Rude_Bitch_420
 
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Post » Tue May 17, 2011 2:20 pm

Ah ok, I was wondering if I should save texture dds files with mipmaps. Yeah the texture on the armor shows fine in the game, but not in the GECK. I'll export the tga textures as a dds file with mipmaps so they will load properly in the GECK.

Thanx for the advice guys.
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Jaylene Brower
 
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