There's a guide I've been following to get a fully working model in oblivion. The guide itself is pretty old so finding resources is kind of tricky but I was able to get my model made with blender 2.49b. I used a newer version of blender to make the model and converted to an .obj to get it into the older version (Don't know if this information affects anything). The issue appears when I view the model in TES construction set based on the texture I'm using.
https://cs.uesp.net/wiki/Blender/Creature_Meshes_101
https://www.nexusmods.com/newvegas/mods/69527/
So far I tested everything on the model from the weight painting to the vertices all being attached so it doesn't seem like there is a problem with the model itself. It even shows the model through nifskope (the model works through newer and older versions). The problem arises when I make my own texture through blender. The guide I'm following uses a different method of UV unwrapping that isn't present with my version. Some things I picked up from the guide that seem to differ from my blender Is when the guide says "turn off (ob)". I'm new to UV unwrapping so what is the Ob function and how do I turn it off in my version of blender. The second feature that isn't present in my version is the UV > Archimap UV projection wrapper.
The only option I have is UV unwrap. The guide says any UV unwrap will work. The method I used was to UV unwrap the model, save UV face layout, save as .tga, applied the newly made texture like the above image mentioned, change the location to my texture to a 'textures' folder and export. Doing so will result my mesh looking like this in base preview.
(GoatBonesE7 roughly being around the sheep's right foot.)
when I use oblivion's .dds images and export it as my oblivion model, the model appears normal. (sorry for messy textures.)
side note: when exporting through custom made blender. when I export it clicking on creature preset, TES CS crashes. so I have to use the default settings
(creature preset)
side note 2: using his method of replacing the sheep.nif with my custom .nif will result in TES CS crashing. I use the basic export method with blender 2.49b to get it to work.
questions:
what is causing my mesh to come out like this in the construction set and not other programs like nifskope?
why does my custom saved .tga file result in that while the game's sheep.dds file makes my model work.
Is there another guide I could follow that results in the same thing?
How to export my model from blender to not conflict with TES construction set?
This was all done using a windows 10 PC.
(sorry this is not in oblivion forum section)