BigKevSexyMan Posted July 22, 2009 Share Posted July 22, 2009 Ok, I'm trying to put a mesh and stuff together. Up until I loaded it into the geck it looked fine, but when I loaded it into the geck it looked a little strange(but still recognizable). When I loaded fallout 3 the textures were completely replaced. I have some screens to show you guys. http://img.photobucket.com/albums/v603/BigKevSexyMan/jetpackgeckerror.pngIn the preview for the geck http://img.photobucket.com/albums/v603/BigKevSexyMan/jetpackerror.jpgLying on the ground with a wood(maybe stone)-like texture http://img.photobucket.com/albums/v603/BigKevSexyMan/jetpackbodyerror.pngEquipped on my back. Notice how it takes on the texture of my talon body armor. Ignore the angle and depth, those are my fault. This is the only mod I'm running right now. I'm using the latest FOSE and FOMM. And I don't have archiveinvalidationinvalidated(whatever it is). Link to comment Share on other sites More sharing options...
neunen Posted July 22, 2009 Share Posted July 22, 2009 And I don't have archiveinvalidationinvalidated(whatever it is). therein lies your problem most likely. theres a link to it in my signature (textures not working) if it still has the checkered shading afterwards though you may have to check that all your normals are faced properly Link to comment Share on other sites More sharing options...
BigKevSexyMan Posted July 22, 2009 Author Share Posted July 22, 2009 How would I go about doing that? Would I have to go all the way back to blender? When I look at it through the nif file, it looks fine. Link to comment Share on other sites More sharing options...
neunen Posted July 22, 2009 Share Posted July 22, 2009 i think you can do it in nifskope, but i havent used the function myself. i normally go back to blender, check the normals and reexport if necessary right click on the NiTriSTrip>Mesh>Face Normals.. but that would only be for lighting, not for the texture taking on its surroundings, that part should be solved with archive invalidation and setting the binvalidateolderfiles=1 (both of which AII! should do) Link to comment Share on other sites More sharing options...
Baelkin Posted July 24, 2009 Share Posted July 24, 2009 Also check that the texture file is designated correctly in the models BSShaderTextureSet - If no texture files are defined, the object will take on whatever texture is currenly being loaded into memory. It could also be a normals problem as Neunen pointed out, but you'll kick yourself over the shins if you don't check the BSShaderTextureSet first and later, after hours of torture flipping between your 3d editor and the game, realize that is what's wrong and not something with the model itself. Link to comment Share on other sites More sharing options...
Recommended Posts