roguehallow Posted February 16, 2009 Share Posted February 16, 2009 Hi folks. I'm working on a Vault 92 mod that includes ghoul-based creatures called Degenerates. My problem is this: when I load my vaultdegenerate.nif into GECK, it appears normal; but when I play the game, creatures using my textures are so bright they practically glow. Here's a little bit about my work flow, in case someone can point out where I'm going wrong:1) I copied the ghoulvariant.nif and .dds files and renamed them to vaultdegenerate.2) I edited the color of the vaultdegenerate.dds texture slightly using Photoshop Elements.3) I saved the texture as a DDS with DXT5 ARGB 8bpp/interpolated alpha and mipmaps.4) I left the ghoulvariant_n unedited and renamed it vaultdegenerate_n.dds.5) I imported the .nif into Blender and applied the new texture.6) I exported the .nif into the appropriate directory. At that point the altered texture shows up fine in both GECK and NifSkope. The screencap shows two Degenerates and a Prodigy (a smaller version of a standard feral ghoul but with unaltered textures) for comparison. I'm assuming I'm saving my .dds files in the wrong format, but that's a guess. Has anyone else had this problem? Thanks, roguehallow Link to comment Share on other sites More sharing options...
roguehallow Posted February 21, 2009 Author Share Posted February 21, 2009 Got it. In case anyone has a similar problem in the future, I had to adjust the emissive color of the materials in NifSkope to black. Maybe that's something that gets thown off during the import/export process. Link to comment Share on other sites More sharing options...
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