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ArmoredThirteen

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Everything posted by ArmoredThirteen

  1. Even if other textures in-game show up fine for him?
  2. A friend and I are working on modeling and texturing a weapon. Almost all of the kinks are worked out except this one: My computer displays the textures fine in-game, but his has a noticeable green tint. We're both running on max settings (difference is he's using fxaa I'm using aa, but that shouldn't affect the color I wouldn't think), and we've turned off all active mods and injectors/enb. Also both using the same version of Skyrim (1.3.10). He's built another custom texture that works fine on both of our machines, so this is an oddity. Anyone know what might be causing this or how to fix it? Or where the problem might be (mesh, nif, or texture) so we can work through the kink better?
  3. But have you looked at that junk? It is all funny and misshaped... Now Derrax, he's someone with some genital talents: http://www.skyrimnexus.com/downloads/file.php?id=3684
  4. I'm having a couple of issues and I'm pretty sure it's from my export. All the textures look insanely flat. Despite having normal and specular map, my weapon doesn't seem to be displaying them and isn't reactive to light at all. Also when I go to export it with any of the skin options checked it says "you must specify at least one bone node". What is this and how do I fix it? Also for a weapon do I need to actively do anything in the skin or bsdismember skin modifiers or just apply them?
  5. Not sure if this is the issue, but: This one has the data file in it. So if you're trying to extract to the data folder on your comp, you'll end up with a structure like "data/data/textures" when it needs to be "data/textures". So extract it to steam/skyrim with pathnames. If that makes sense...
  6. Meshing: Working with nifs: http://www.thenexusforums.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/ And another good one (has four parts I believe) (is built for oblivion but it covers good stuff): http://www.youtube.com/watch?v=9w9MftbDeBY Hope this is the stuff you're looking for :)
  7. To which tutorial are you referring? The basic one @ http://cs.elderscrolls.com/index.php/NifSkope_Comprehensive_Guide? Or is there an updated one with information relating to Skyrim specifically? I've looked around quite abit and haven't found anything myself, so perhaps you can save me :P I used thisone and it works great. :) http://www.thenexusforums.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/ I still get the link pointing to wrong block type error, however my test texture now appears fine. I followed this part in the tutorial: Still in your NiTriShapeData, find Has Vertex Colors, and change it from No to Yes. If it was already Yes, it's likely you had accidentally checked Vertex Colors on export, which you shouldn't have done! I find this step is very important, as Skyrim needs the vertex colour information to render the texture properly; without it, my diffuse textures didn't appear (or they appeared black). Not sure what to do about my blocks... But if the texture works I can't ask for more right now, thank you for your help :)
  8. I've been searching online (youtube, google, these forums, you name it) and so far haven't come up with a solution. So don't yell at me for not doing my research. I have been. For days. If I missed something than kindly point me in the right direction (search terms or a link to someone else who had my problem and got it resolved). Okay, so: I have a new mesh that I built for Skyrim. Mesh works fine, I put it in place of the steel greatsword for testing, and everything appears to be fine in that area. The texture is what is messing up. Inside of nifskope the texture is visible and fine, but in game the weapon is black and incredibly shiny. I haven't made a custom texture for the normal or specularity or any of that, so it's still using the maps for those (which are visible under the blackness of the weapon). Some tests: Original steel greatsword with default texture: Works fine. Original sword with test texture: Texture works (though looks crazy because it wasn't designed for the weapon). New weapon with steal greatsword texture: Black as described above. New weapon with test texture: Black as described above. When I save the file in nifskope is displays the dreaded "link points to wrong block type". Now there are some things I've done to fix/test this: Render -> Settings -> Rendering has the Skyrim data folder added. When I load up one of Bethesda's nifs, change nothing, and save it again it displays the same error but works fine in game. The textures display fine inside nifskope, for my new mesh and for the original meshes. I've also attempted the ".obj method" with no luck. I will note, however, that I have never used obj's before so I'm not really 100% sure if I'm exporting it properly (though they get into nifskope just fine with proper scale alignment, etc). I do not use the material library for them because I don't know what they do. I'm using 3ds max 2012 with niftools plugin. I've enclosed a .zip that has the .max file of my mesh. If you need any other files just let me know.
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