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RealitySpectre

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Okay, I may be missing something really dumb here but I was wondering if anyone could help me out?

 

I make a mesh using blender and nifskope and place it into a plugin via the cs. The mesh is a wall for example.

Anyways, I place this custom wall and when I walk up to it ingame (or have lights enabled in the cs) the mash does not react to light. The texture of the bricks displays fine, but the wall itself will not light up if it is night time and i walk up to it with a torch.

Any help would be greatly appreciated

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all i did was make a mesh and UV in blender, then i took a vannilla obliv texture (i think it was something like castlewall01.dds) as my texture. in game the texture shows up but it has no reaction to light sources. it just stays the same shade. so if you walk up to the wall with a torch in your hand it doesnt throw light on the wall. also the wall looks exactly the same at midnight as it does during the day. I believe the normal mapshould be fine no? due to the fact that it is just a vanilla BSA unpacked oblivion tex. i didn't alter it at all
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holy crap lol. never mind i got it figured you were right. it is a problem with the normal map. i thought i had copied over both the files castlewall01.dds and castlewall01_n.dds but i had only done the first one oops stupid mistake. man that was bugging me for a while there
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It's not necessarily a stupid mistake. It's not exactly obvious that it won't be lit properly without a normal map, but it's something I learned here on the forum, I think. Glad it's working properly now.
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