Jump to content
⚠ Known Issue: Media on User Profiles ×

Shikage9999

Members
  • Posts

    4
  • Joined

  • Last visited

Nexus Mods Profile

About Shikage9999

Profile Fields

  • Country
    United States
  • Favourite Game
    Fallout series

Shikage9999's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. okay, i suppose i will look there then. thanks. ok gotcha thank you yeah i am aware. i use 2.78 to model and then i port it over to 2.49b to export as a Nif. seems to work perfectly fine except for the whole normal map thing, but i don't know how much of that has to do with blender. oh well i suppose it's back to the drawing board and more research. i'm sure i'll find something on this somewhere at some point. thanks.
  2. the shader settings and texture path in NifSkope or is there one in blender 2.49? i don't fully understand blender 2.49, i learned all about the newer version but this one seems a bit different. also, yes there's the proper textures in the data folder. also i posted it more than once? i had no idea. i'm very sorry. i will check and delete other posts i've made on the same thing. my internet connection is awful and it tends to say things didn't operate correctly when apparently they do. EDIT: i found the shader settings and texture path you mentioned in NifSkope, but idk what they're supposed to look like so idk whether they're wrong or not.
  3. Hello everyone, i'm trying to make a mesh for a tree in fo3 at the moment, and for some reason, it is appearing blue (possibly the normal map) in the GECK. the tree is just a decently regular-looking burnt tree, using vanilla textures. i took a vanilla tree NIF (i think it was TreeDead03 or something) from fo3 into Blender, deleted the collision and the tree itself, and put a new one in its place, with all the same textures and all, as kind of a variation of the vanilla tree. it looks perfectly fine in blender (2.49b and 2.78 i think the other one is that I use) as well as in NifSkope, but when i import it into the GECK it's the right texture, sort of, it's just very bright blue like the way a normal map looks. i looked this up and found very little information, but what i did find was something relating to the mipmaps of the texture itself, but these are vanilla textures, so i wouldn't assume i'd have to do anything with it. i'm very confused as to what this means. i looked into the possibility that it may be pathing to the normal map instead of the intended texture, and removed the normal map from the NIF in NifSkope so that it wouldn't associate with the tree at all anymore just to test if that was the case, and it's still appearing blue. i'm not sure what i'm doing wrong. this is my first time making my own mesh. any help would be greatly appreciated. thanks.
  4. theres another post about this -- apparently this posted twice. please dont comment on this one. i'm trying to figure out how to delete it but i'm incredibly stupid so idk what i'm doing lmao
×
×
  • Create New...