brezelgesicht Posted July 29, 2014 Share Posted July 29, 2014 Hi!I tried to export a 3D model from 3DS MAX. It worked fine, but the texture does not appear neither in the Nifskope nor in the CreationKit or in the game.First, I made the 3D model in Autodesk Maya and textured it with a DDS texture. The texture was exported from Photoshop with the "DXT1 No Transparency"-setting.I imported the model into 3DS MAX and exported it with the NIF-Plugin for MAX 2013 from the TES Renewal Project-site with the "Skyrim"-Setting.I checked the texture paths in the NIF file with Nifskope and could not see any mistake here, there were two paths in BSShaderTexture, the first one "textures\modname\texture.dds" and the second one "textures\modname\texture_n.dds". I already copied the two files into the texture directory and set the texture path in the Nifskope properly (I could open existing models from the meshes directory and see the textures in the Nifskope).I thought, there may be an issue with the UV mapping of the NIF file, so I exported the texture template in Nifskope, but everything seemed right with the exported TGA file, it was exactly the same shape as I created in Maya before. Why can't I see the textures?...and sorry for my bad English, I'm from Germany xD Link to comment Share on other sites More sharing options...
Troph1hunter Posted July 29, 2014 Share Posted July 29, 2014 is the Model one single molded/ welded mesh? Link to comment Share on other sites More sharing options...
brezelgesicht Posted July 29, 2014 Author Share Posted July 29, 2014 Yes, it is a simple cube, so there is also only one NiTriShape in the Nifskope tree: Link to comment Share on other sites More sharing options...
DrNewcenstein Posted July 29, 2014 Share Posted July 29, 2014 It could be an issue with the DXT1 format. Have you tried exporting it as other DXTn formats? (3, 5, etc) Link to comment Share on other sites More sharing options...
brezelgesicht Posted July 30, 2014 Author Share Posted July 30, 2014 I tried DXT1, DXT3 and DXT5, but had no success. Link to comment Share on other sites More sharing options...
DrNewcenstein Posted July 31, 2014 Share Posted July 31, 2014 Does the Creation Kit generate any errors regarding the textures? Check the EditorWarning.txt file to be sure. Link to comment Share on other sites More sharing options...
brezelgesicht Posted August 6, 2014 Author Share Posted August 6, 2014 There are some errors/warnings about missing mipmaps and environment maps, but they are caused by Skyrim.esm: MASTERFILE: =========================================================== DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. TEXTURES: BASE meshes\Furniture\Dwemer\DweFurnitureBedSingle01.nif : DweFurnitureBedSingle01:7 is missing an environment map DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\ShinyGlass_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\ShinyGlass_e.dds. TEXTURES: BASE meshes\Furniture\EnchantingWorkStation.nif : OrbOuterGlass01:3 is missing an environment map Assert File: C:\_Skyrim\Code\TESV\BSShader\Shaders\BSLightingShaderProperty.cpp Line: 806 DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. TEXTURES: BASE meshes\Dungeons\Ship\Katariah\ShipKatariahThrone01.nif : ShipKatariahThrone01:18 is missing an environment map TEXTURES: BASE meshes\Dungeons\Ship\Katariah\ShipKatariahThrone01.nif : ShipKatariahThrone01:33 is missing an environment map DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. TEXTURES: BASE meshes\Furniture\Dwemer\DweFurnitureHighChair02.nif : DweFurnitureHighChair02:0 is missing an environment map TEXTURES: BASE meshes\Furniture\Dwemer\DweFurnitureHighChair02.nif : DweFurnitureHighChair02:6 is missing an environment map DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\cubemaps\Bronze_e.dds TEXTURES: Texture Set missing texture textures\cubemaps\Bronze_e.dds. TEXTURES: BASE meshes\Dungeons\Dwemer\Pipes\SpiderExit\DwePipeCapSpiderEx01.nif : Lid01:8 is missing an environment map MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'AutoLoadDoor01' (00031897) Ref: '' (00015E1D) Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C) See Warnings file for more information. MASTERFILE: Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'WRShackDoorMinUse01' (000FE471) Ref: '' (0006767F) Cell: 'WhiterunExterior10' (000095DA) (7, -1) in world 'Tamriel' (0000003C) See Warnings file for more information. MASTERFILE: Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'AutoLoadDoor01' (00031897) Ref: '' (0001779F) Cell: 'KarthwastenExterior03' (0000707A) (-34, 9) in world 'Tamriel' (0000003C) See Warnings file for more information. MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'ShipTrapdoor01MinUseHidden' (00061435) Ref: '' (00099315) Cell: 'Wilderness' (0000967A) (2, -6) in world 'Tamriel' (0000003C) See Warnings file for more information. MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'dunda14PortalDoor01' (0003DC41) Ref: '' (0003DC3F) Cell: 'DA14Interior' (0003D62B) See Warnings file for more information. MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'AutoLoadDoor01' (00031897) Ref: '' (00015D12) Cell: 'WolfskullCave01' (000151F6) See Warnings file for more information. MASTERFILE: Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'ImpDoorSingleLoad01' (0004203A) Ref: 'HelgenKeep01btoExteriorREF' (000909D2) Cell: 'HelgenKeep01' (0005DE24) See Warnings file for more information. MASTERFILE: Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'ImpDoorDoubleLoad01' (000439C4) Ref: 'HelgenKeeptoExterior01REF' (0005DF95) Cell: 'HelgenKeep01' (0005DE24) See Warnings file for more information. Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted August 13, 2014 Share Posted August 13, 2014 Kia ora Might be an old post and to late, You need to delete the BShaders using nifskope (CTRL Delete Branch) and Copy (CTRL Branch)the BShader for a current working Skyrim NIF, then reslect you texture for your texture path. Skyrimdoes not like the BShaders from 3D Max Link to comment Share on other sites More sharing options...
brezelgesicht Posted August 30, 2014 Author Share Posted August 30, 2014 Ok, if I delete the old BShaders and copy+paste a working BShaders from another mod, my nif model has a texture assigned properly, I can see the texture in Nifskope (the one of the model I copied the Shaders from). But when I change the texture path into the one of my textures, it does not work, I can't see any texture.Why does my texture file not work? I tried every format, DXT1, DXT3 and DXT5. I can view the DDS file in a DDS viewer like FCheck, so the file seems to be OK...? Link to comment Share on other sites More sharing options...
perry92 Posted September 4, 2014 Share Posted September 4, 2014 I think i have a very similar issue, i have a custom shield that i built and textured ages ago, i had the textures working fine but i decided to change them recently, i have deleted all the old textures and put new ones on using nifscope but in game and in the creation kit, the shield still uses the old texture. I dont get it! the old textures dont even exist anymore but the CK and in game they are still there. any ideas? Link to comment Share on other sites More sharing options...
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