Texture Problem in GECK

Post » Tue May 17, 2011 5:04 am

Hey guys, once again, I'm back here for help.

I successfully rigged an armor and it works and everything. I put all the files in the right place, and said the textures needed for the file was located C:\Program Files\Bethesda\Fallout 3\Data\Textures\css.

Once I loaded up fallout3.esm and clicked "new" in the armor tab, and when I got to the part where I make a mesh the armor, it said the textures weren't located there, and that it didn't have a "default map" or something like that. Can anyone help with that? Thanks. And yes, I made SURE that I had the files where they needed too. Tried multiple times.


Thanks,
Reasoning
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STEVI INQUE
 
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Post » Tue May 17, 2011 3:59 am

should be - "Textures\css."
not "C:\Program Files\Bethesda\Fallout 3\Data\Textures\css."

right click the nif >open with>geck

do the textures render? if so, just ignore that particular error
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Beulah Bell
 
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Post » Tue May 17, 2011 1:09 pm

That COULD be the problem, BUT, the textures DO show up in NifSkope. I then went to test it ingame and put it in a wardrobe, and spawned it using "player.placeatme" and it made me invisible. Anything I can do bout that?



Thanks once again Goghiel. (: You have been a VERY large help to me.
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Catherine N
 
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Post » Tue May 17, 2011 4:58 am

You need to specify the error message exactly. Perhaps its complaining about missing normal maps?

Usually, an 'invisible' armor is missing normal maps, or the new NIF really has troubles where it will not render in-game but looks fine in Nifskope.
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maya papps
 
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Post » Tue May 17, 2011 10:10 am

You need to specify the error message exactly. Perhaps its complaining about missing normal maps?

Usually, an 'invisible' armor is missing normal maps, or the new NIF really has troubles where it will not render in-game but looks fine in Nifskope.



Yes, it's missing a normal map. Couldn't remember if it said default or normal. How can I add normal maps?

And what do you mean by the NIF has troubles?

Anyways, thanks!! :D
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Adriana Lenzo
 
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Post » Tue May 17, 2011 1:08 am

'Troubles' = errors.

You attach the normal maps to the texture paths inside the NIF. Its the slot just below the color texture.

http://i97.photobucket.com/albums/l237/WillieSea/FO3TexturePaths.jpg
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vanuza
 
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Post » Tue May 17, 2011 8:37 am

'Troubles' = errors.

You attach the normal maps to the texture paths inside the NIF. Its the slot just below the color texture.

http://i97.photobucket.com/albums/l237/WillieSea/FO3TexturePaths.jpg




Thank you so much! :D

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sexy zara
 
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Post » Tue May 17, 2011 4:59 am

Alright, I looked at it and noticed that... I have already done that. What is the problem now? :o
It still won't show up properly in GECK, the texture is completely red when it doesn't load the texture properly. O.O

Thanks
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neen
 
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Post » Tue May 17, 2011 4:20 am

If its red in the GECK, then the textures were not created correctly, probably without at least 4 mip maps.
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Charleigh Anderson
 
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Post » Tue May 17, 2011 12:22 pm

Ah, okay. And do you know how I can fix this? :D
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Luna Lovegood
 
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Post » Tue May 17, 2011 9:49 am

resave your textures. whatever you use to save dds textures. check the dds save dialog for mipmaps. In PS mipmaps is set to all by default. just leave at that.
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Robert Bindley
 
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Post » Tue May 17, 2011 2:25 am

Oh.... it has to be dds? God I'm retarted. LOL. Mine is TGA... XDD


Alright, thanks ^^.
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Donatus Uwasomba
 
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Post » Tue May 17, 2011 4:13 am

yes- fallout3 shaders only accepts dds textures. and nothing else
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Racheal Robertson
 
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Post » Tue May 17, 2011 4:19 am

*facepalm* thank you.

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Cassie Boyle
 
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Post » Tue May 17, 2011 12:04 am

Hey, new problem ahoy!!


New Prob:
Textures all showed up in GECK, so did meshes.

This is the armor ingame:
http://img705.imageshack.us/f/screenshot21w.png/


I can't figure out what's wrong... anyone got an idea?

Thanks
Reasoning
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Dean Brown
 
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Post » Tue May 17, 2011 1:54 pm

I can't figure out what's wrong... anyone got an idea?

i could speculate. but I don't do that for invisible armor. this could be caused but so many different things- I avoid those 2 days of back and forth trial and error, its a waste of time and you inevitably post the nif and I just tell you whats wrong. you have not provided information so i can't diagnose.
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Gemma Woods Illustration
 
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Post » Tue May 17, 2011 9:51 am

Yeah, the question is back to where we were. Your textures are bad or your NIF is bad.
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Juliet
 
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Post » Tue May 17, 2011 10:19 am

Hey, new problem ahoy!!


New Prob:
Textures all showed up in GECK, so did meshes.

This is the armor ingame:
http://img705.imageshack.us/f/screenshot21w.png/


I can't figure out what's wrong... anyone got an idea?

Thanks
Reasoning

Add SF_Shadow_Map
http://i271.photobucket.com/albums/jj125/Gizmojunk/nifscripts.jpg
http://i271.photobucket.com/albums/jj125/Gizmojunk/nifskope-1.jpg
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CArla HOlbert
 
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Post » Tue May 17, 2011 12:43 pm

Add SF_Shadow_Map
http://i271.photobucket.com/albums/jj125/Gizmojunk/nifscripts.jpg
http://i271.photobucket.com/albums/jj125/Gizmojunk/nifskope-1.jpg

so sure are we? good try though. I doubt you are correct, armor won't even render in the GECK viewer if you miss that flag, and loads a flat color with zero shadowing in the actual GECK. The op reports that both texture and the mesh show up in the geck. but not when worn in game.

any more guesses? :angel:
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OnlyDumazzapplyhere
 
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Post » Tue May 17, 2011 6:06 am

I dont think i did set up the shaders. Please tell me how? In nifskope or 3DS. Thanks.

And Goghiel ill upload it tomorrow. Not allowed on pc on sundays. (on ipod atm)


Oh and WillieSea, yeah we are. But the textures show up in both GECK and nifskope. But if i load it ingame it shows as invis armor. I had to convert the tga files to dds then go in nifskope, set up the textures there. In GECK it doesnt say anythings wrong, no errors.
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Shaylee Shaw
 
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Post » Tue May 17, 2011 4:32 am

if you exported from 3dsmax, SF_Shadow_Map is always enabled. its usually a case of having to disable it for anything that is not a rigged mesh

all shaders flags can be toggled in nifskope. look in the BSShaderPPLighting property for the list
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Jarrett Willis
 
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Post » Tue May 17, 2011 1:44 pm

so sure are we? good try though. I doubt you are correct, armor won't even render in the GECK viewer if you miss that flag, and loads a flat color with zero shadowing in the actual GECK. The op reports that both texture and the mesh show up in the geck. but not when worn in game.

any more guesses? :angel:
I was not sure what tools he used (and I don't have 3DStudio). I'd like to say it wasn't a guess :angel: (but it really had to be, given that all I really saw was the invisible mesh ~so to speak).
In the Blender export I've accidentally un-set Shadowmap in the script before; and it does immediately disappear rigged meshes without warning, yet they display just fine in Nifskope.

Also on some meshes (meshes with problems), I've had it export with a very peculiar situation of flipped normals and flipped faces :confused: (which I do not fully understand), that resulted in a mesh that shows up as invisible, or looks inside out if you flip the normals ~very strange, and thankfully rare these days (its not happened in a long time though I still don't know exactly what I did to cause it); the cure was to flip the faces, export from Blender; load in Nifkskope, then face the normals, then flip the faces again before saving (and I haven't the slightest idea why it worked). :shrug:

Alright. Ill make sure its selected in nifskope. And thanks youall, you hav all helped very much.
Ill test tomorrow.

Thanks
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Good luck with the project. :goodjob:
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Mark Churchman
 
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Post » Tue May 17, 2011 2:26 pm

Alright. Ill make sure its selected in nifskope. And thanks youall, you hav all helped very much.
Ill test tomorrow.

Thanks
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Wayne W
 
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Post » Tue May 17, 2011 12:23 pm

Also on some meshes (meshes with problems), I've had it export with a very peculiar situation of flipped normals and flipped faces :confused: (which I do not fully understand), that resulted in a mesh that shows up as invisible, or looks inside out if you flip the normals ~very strange, and thankfully rare these days (its not happened in a long time though I still don't know exactly what I did to cause it); the cure was to flip the faces, export from Blender; load in Nifkskope, then face the normals, then flip the faces again before saving (and I haven't the slightest idea why it worked). :shrug:

blender is mad for it's flipping normals and or faces! for some reason if someone gives me a obj or 3ds file from belnder, or i DL one off of turbosquid or something, when i import it into max, more often than not the normals are cuckoo.

also- the face normal spell in nifskope fubars the face normals- correctly baked normal maps, ie from max which has the same tangent basis as fallout3, renders with errors after the face normal spell is run. only way to fix is reexport. not to worry if you aren't baking normals. just yet another thing in long list of dos and don'ts with normal map baking. <_<
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Your Mum
 
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Post » Tue May 17, 2011 4:57 am

K, I forgot to upload, but I remembered now...


http://www.filefront.com/17208752/t_phoenix.zip/


That's the download link. Thanks for all your help guys :D

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Bee Baby
 
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