='( at my wits end with textures

Post » Fri Nov 26, 2010 6:34 am

Every new texture I make is turning out bright red atm and I don't know why! I made a few working textures before these and haven't changed the process.. Open the dds in gimp2, change it, save it as a new dds, create a new object in the geck, create a new texture set for my item.

Everything works exactly as it should except for the fact that they keep going red. Its getting so frustrating now because I can't carry on with this particular mod until I can get textures working again.

Anyone else had this problem? thanks =)
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Emilie M
 
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Post » Fri Nov 26, 2010 11:05 am

Well, just as a side note, you do not need to create a new object in order to retexture things in the GECK. They have objects called 'Texture Sets' now.

It could be red for a couple of reasons.

1. You did not create it the correct way. It may be missing mip-maps, or you used the wrong DDS format.
2. You don't have it in the proper game folder.
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Stephy Beck
 
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Post » Fri Nov 26, 2010 10:09 pm

Yea make sure when you save it, you check 'Generate MipMaps' and set the compression to BC3/DXT5. Or else bad things can happen when using your texture ingame. Also, this may be happening if you do not have Archive Invaladation Invaladated toggled on, make sure it is.
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Silvia Gil
 
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Post » Fri Nov 26, 2010 8:36 pm

I've been having the same issue, as Gunmaster95 can attest to. However, I've done all the "Check Generate MipMaps" and set compression to "BC3?DXT5" and I am still getting red boxes with the exclamation points.

I've reverted back to using the original textures I had created a while ago, they currently are more files but at least they work. That is until I can figure it out.
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Tom Flanagan
 
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Post » Fri Nov 26, 2010 12:06 pm

I've been having the same issue, as Gunmaster95 can attest to. However, I've done all the "Check Generate MipMaps" and set compression to "BC3?DXT5" and I am still getting red boxes with the exclamation points.


This sounds like a missing mesh issue, not a texture issue. Have you verified that the mesh is in the right place and that the correct texture paths have been assigned to that mesh?
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LittleMiss
 
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Post » Fri Nov 26, 2010 10:45 am

That's the thing, the mesh is there and it works. But both Gunmaster and I were under the impression that if you use the GECK's texture set it would just use the default mesh but the texture that you've created.

When I have the mesh in place it works. I always thought I needed the mesh but was unsure if that was the case. If that is the case, then my vault door has some other weird underlying issue as according to Gunmaster when he loads my mod he sees the teeth from the outer cog in place of my door number. But when I load my mod everything is where it should be. I've packaged my mod on the nexus with the correct texture and mesh files and folders so I don't see why it shouldn't work for everyone who DLs it. Keep in mind it is a WiP so only Gunmaster and I have been the only two working on it.
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Lyndsey Bird
 
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Post » Fri Nov 26, 2010 10:12 pm

Perhaps its worth repeating the process at this point, just to make sure you guys haven't missed a step:

Creating a new texture for an existing mesh:

1- Open you mesh in Nifskope and expand all the BSShaderTextureSets and make note of all the textures, those you want to change and those you won't be changing as well. (the .dds files).
2- Extract all those textures from the textures BSA file.
3- Using GIMP (or whatever) make your changes to the textures and save them as new dds textures that generate mipmaps and use DXT1 (no alpha) or DXT5 (with alpha) compression.
4- Create a new Texture Set object in the Geck. Make sure to insert all textures used by the mesh. In Nifskope, the texture set may have had a diffuse (.dds), a normal (_n.dds), a glow (_g.dds), emmisive / environment (_e.dds) or an environment mask (_m.dds). Your new texture set needs to point to these files as well. In the case of just changing the colour of a texture, you will just make a new diffuse texture, but you still need your texture set to include all of the other textures you saw in the mesh from Nifskope. You will have to extract these files from the BSA as well so that you can point your texture set slots to these files. Then you can delete them (just don't delete your new textures). Note that the order that textures appear in Nifskope IS NOT THE SAME as the order of the texture slots in a Geck texture set object.
5- Make a copy of the original Geck object that you are making the new texture set for and give it a new ID. Click on the 'Edit' button next to the model path/file. From there, right click in each slot that has text, select 'New' and add your new texture set. You may have to add your texture set to several slots. As you add the texture set objects to the slots, the preview window should update the model with the new textures.
6- Save your new object, place it in the render window and test it out in the game.
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Nichola Haynes
 
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Post » Fri Nov 26, 2010 10:35 am

With the issue the tallest is having. It seems to work for me, but not for him. He uses the EXACT same dds files as I am, but he gets the red exclamation. The object uses default meshes, so unless he deleted the meshes bsa it should work just fine, and if he did that it would be rather obvious :P
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Ownie Zuliana
 
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Post » Fri Nov 26, 2010 2:57 pm

Which I didn't delete the meshes bsa. :(
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Kyra
 
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Post » Fri Nov 26, 2010 4:01 pm

Gun - You dl'd his mod and it works for you as is, but not for him?

Tallest - Could you have accidently, subsequently removed the path/mesh file from your object by chance? If you open the object in the Geck, does it show a path/filename to a mesh that actually exists in the folder specified? Could this be an OS issue with UAC where there is a new mesh file or the file has been moved somehow. I find it odd that it can work on one PC and not another. At least it doesn't sound like a Geck issue as much as a folder/UAC/OS issue.
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Chris Jones
 
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Post » Fri Nov 26, 2010 7:32 pm

. I find it odd that it can work on one PC and not another. At least it doesn't sound like a Geck issue as much as a folder/UAC/OS issue.

Well it could do. the texture paths could be absolute. ie e:\games\bethesda\fallout3\tex... etc. which certainly wouldn't work on someones pc if they had installed the game on a different directory. ie c:\programs files\bethesda\fallout3.....

use relative texture paths. :shrug:

but yeah. wierd.
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Stacy Hope
 
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Post » Fri Nov 26, 2010 10:54 pm

Yea I used his textures, to make a texture set for a sliding vault door, and got it working. Then for the gear door, it does not display properly, but still displays ingame. He says it does not even display, and is a red excl. I think. Not sure what is happening. And for texture paths, it does only go back to Data/Textures which is the same for everyone, it ignores everything above that.
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Trent Theriot
 
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Post » Fri Nov 26, 2010 3:08 pm

Yes, it does just red exclamation point for me.

I had gotten a PM from WillieSea for another way of doing it but have not been able to try it out yet. I've been incredibly busy this week. Hopefully this weekend I can see if the way WillieSea suggests will work.
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Adam Porter
 
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