Texture doesn't show on mesh

Post » Tue May 17, 2011 2:37 pm

Hello...

Looks like my brain is freezing and I cannot figure this out. I have a mesh and texture for it, in Blender all is good, but when exported it doesn't show.
If someone would be kind enough to check it out and tell me what's wrong, I'd be grateful.

Here it is:
http://www.mediafire.com/?8pc80zuizwi99ma
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stevie critchley
 
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Post » Tue May 17, 2011 3:08 pm

A couple things that are noticeable right away :

1. The Pathing for the texture in the Nif is simply poppy01.dds -- you need to change it to Textures\poppy01.dds (or whatever the actual path to the texture is if using sub folders)

2. The poppy01.dds and the normal map are incorrect size (Oblivion requires power of 2 textures so 1280x1024 will not work properly - resizing it to 1024x1024 would probably be the easiest fix ) -- Nifskope will work with non power of 2 textures but Oblivion usually does not ! ( I say usually because if you edit the INI file you can allow non power of 2 textures but it can cause problems so best to get used to using them !!)

3. You have the poppy01.dds saved i DXT5 format which doubles the size of your texture for no reason ( Unless using transparency - since it saves a full 8 bit alpha channel that you are not using at all so better to save it in DXT1 format instead to save memory usage)

4. the Poppy01_n.dds texture also has just a pure white alpha channel so your item will be very shiny looking in game (the alpha channel of the normal map controls light reflectivity and white is full bright so the item will be very shiny - most people will copy\paste a greyscale copy of the model into the alpha channel to make a less reflective model - and even that usually needs some darkening )

Those things should fix you up but if not PM me and I'll take a closer look
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Susan
 
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Post » Tue May 17, 2011 9:45 am

1. The Pathing for the texture in the Nif is simply poppy01.dds -- you need to change it to Textures\poppy01.dds (or whatever the actual path to the texture is if using sub folders)


That's ok, my Nifskope is set up to look for textures on Desktop also.

2. The poppy01.dds and the normal map are incorrect size (Oblivion requires power of 2 textures so 1280x1024 will not work properly - resizing it to 1024x1024 would probably be the easiest fix ) -- Nifskope will work with non power of 2 textures but Oblivion usually does not ! ( I say usually because if you edit the INI file you can allow non power of 2 textures but it can cause problems so best to get used to using them !!)

Oh, maybe that could be? But I have only tried it in Nifskope and the texture wasn't showing. I tried other textures and they worked. So probably texture is the problem?


3. You have the poppy01.dds saved i DXT5 format which doubles the size of your texture for no reason ( Unless using transparency - since it saves a full 8 bit alpha channel that you are not using at all so better to save it in DXT1 format instead to save memory usage)

Ok! DXT1 it will be.


4. the Poppy01_n.dds texture also has just a pure white alpha channel so your item will be very shiny looking in game (the alpha channel of the normal map controls light reflectivity and white is full bright so the item will be very shiny - most people will copy\paste a greyscale copy of the model into the alpha channel to make a less reflective model - and even that usually needs some darkening )

Oh, I thought I had a full black alpha... :unsure:


Those things should fix you up but if not PM me and I'll take a closer look


Thanks. I'll try to save texture as dxt1 and change the image size.
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:)Colleenn
 
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Post » Tue May 17, 2011 12:32 pm


Ok! DXT1 it will be.



The default textures actually use DXT3.
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Naomi Lastname
 
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Post » Tue May 17, 2011 12:34 pm

The default textures actually use DXT3.


Depends on the item actually --- Many use DXT3 but many others use DXT5 for the Normal maps and then the majority of the regular .dds textures use DXT1 !!

FIgure DXT1 is best for the normal textures since the game does not use the alpha channel so you get a filesize that is half as big by using DXT1 to discard that unused info (as stated earlier you only need the alpha channel in a few cases like Glass et. that is using some transparency ie several of the Ayeleid gates that have holes in them use DXT3) -- Normal maps will look better in DXT5 in most cases since the difference between DXT3 and DXT5 is that DXT5 uses an average value for each pixel by averaging the 3 surrounding pixels which leads to much smoother transitions ( DXT3 uses absolute pixel values and is better for fine details but can cause problems in game since the light reflectivity will vary greatly between neighboring pixels and can look like distortions or artifacts in game)
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Logan Greenwood
 
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Post » Tue May 17, 2011 7:13 am

So the size was a problem. Changing 1024×1280 to 1024×1024 fixed the problem. Somehow I forgot about that rule.
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Vincent Joe
 
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