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EditorWarnings log


pepperman35

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Been doing some troubleshooting/cleaning of a mod, and ran across many entries in the EditorWarnings log which have the general form of

 

xyz has a envmap which is not a cubemap which will cause D3D errors, where xyz is the object name.

 

Now I spot checked a few of these and the envmap appears to point to a valid game file (e.g MetalBrushedBronze01Cube_e.dds). I don't see anything a miss so unsure how to move forward in resolving. Another have any sage wisdom to offer?

 

 

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Okay, so I extracted the Textures\Shared\cubemaps into the data folder and gave it another look (i.e., launched CK with the mod). The errors in the log remain unchanged. As an example of what I am seeing:

 

MODELS: BASE Meshes\Architecture\Buildings\DecoKit\DecoMainA1x1WinD01Full01.nif : DecoMainA1x1WinD01Full01:41 has a envmap which is not a cubemap which will cause D3D errors.

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Okay, so I extracted the Textures\Shared\cubemaps into the data folder and gave it another look (i.e., launched CK with the mod). The errors in the log remain unchanged. As an example of what I am seeing:

 

MODELS: BASE Meshes\Architecture\Buildings\DecoKit\DecoMainA1x1WinD01Full01.nif : DecoMainA1x1WinD01Full01:41 has a envmap which is not a cubemap which will cause D3D errors.

 

Interesting.. does the Name of the BSLightningShaderProperty matches the file path of the property?

 

Like DecoMainA1x1WinD01Full01:41 >> BSLightningShaderProperty >> Name: C:\Projects\Fallout4\Build\PC\Data\materials\Architecture\Buildings\WindowSheetDeco01NoDecal.BGSM.

 

 

It's possible the problem is within the BGSM. Maybe an invalid file path at BGSM >> Material >> Environment Map Texture?

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I checked the path of both the material file and the environment map texture. Both appear to be in order. And confirmed these files were in these respective locations. Weirdness to be sure.

 

 

C:\Projects\Fallout4\Build\PC\Data\materials\Architecture\Buildings\WindowSheetDeco01NoDecal.BGSM

 

shared/cubemaps/outsideoldtownreflectcube_e.dds
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Personally for all my retextures ive copied all extracted files(meshes/material and textures(including shared) into a "external" folder folder for each... and redirect my materials to those and not the vanilla...

 

Its a big hassle to create the archive because it grabs a lot of files that arent needed and have to be filtered out each time but at least all my mods are 100% independent with their Ba2 archives .

 

Ofc everything is renamed (especially meshes and materials...

 

Also ...

In some cases shared files maybe in a dlc so if your mod doesnt require one of those DLCs to work it may still have an issue if you used a a cube map from the extracted files but it was part of a dlc..

Edited by greekrage
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