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Using custom grass objects


84Cronos

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I'm currently playing around with some custom ground textures and I wanted to add my own grass objects(e.g. little rocks) which use the same texture as my new ground. So I created some simple rocks in Blender, exported them to NIF and they show up in NIfskope.No problems at all. However, as soon as I try to add them as new grass objects to my ground texture they just won't show up. I even double checked and re-added the rubblerock grass objects from the base game(just copied them over to my Landscape\Grass folder) and even they don't show up. Is there some secret trick to make this work?

 

Edit: Okay. So I found out that Fallout4 and the CK have a restriction when it comes to filepaths for grass. It started working after putting my meshes and textures into the default paths(Landscape\Grass). However, my mesh has some crazy shading issues(I put it to auto smooth in Blender), which means that I get black faces depending on the angle of view. Secondly, I can't get the wave period down to 0(the CK only accepts values above 0), which means that my rocks always move around a tiny bit. After that I took the vanilla rubble rock grass object, renamed it and put it into my default directory with my new material. The vanilla mesh has no shading issues and doesn't move when using the same wave period, which makes me believe that some data is somehow stored in the nif which tells it that it's supposed to be completely static even if there is a definied wave period. I compared both nifs and there is no additional data or flag that I can find that would indicate something along those lines. This engine and its tools are insanely annoying.

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Have you tried playing around with Emissive color in the shaders (nifskope) (default black )...and change the value to 0 ?

 

I had a similar issue with Peppermans bridge after i retextured it and would get black shades depending on angle...

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