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3ds Max / NIfSkope Problem


mrcolgate

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Thanks Ghogiel I really appreciate your help!

 

I dont really know how to follow your instructions. But in NIfSkope ive got the Nif file connected with the dds files, via BSShaderTextureSet and the textures shows upo in Nifskope.

 

But when I in GECK wanna create a Texture Set for my Glock i get up this windows and can only browse for one dds file...

http://i44.tinypic.com/291luoi.jpg

 

Is there a way GECK can take the nif files texures? I mean the one set up in NIfskope? Since it works there?

 

 

Thanks!

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In the image you posted, you have a blank texture set entry open. you have the normal/gloss map slot selected. double click the empty field next to that, under filename, browse to your normal map, enter. do the same for diffuse. if you have glow, reflection, masks ect, they are added to the texture set the same way.

 

the GECK texture set entries, are just overides for the BSShaderTextureSet thats in the nif.

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Okay, so well I got a NIF and that NIf is connected with the DDS files. So when I open it in NifSkope its perfect. But since I have several DDS files not one single for the whole gun I cant use them in GECK?

 

When I create the normal map it asks mer for THE dds file? How can I use several Normal maps on one model in GECK?

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tbh I don't understand.

 

When I create the normal map it asks mer for THE dds file?
what do you mean 'create' nomral map? in f3- normal maps ARE dds files. all textures are in that format.
How can I use several Normal maps on one model in GECK?

you can only have 1 normal/diffuse/glow/parallax/env/env mask per shape/mesh object- as the bsshadertextureset only has slots for that many. same for geck texture sets. you can have multiple shapes/objects in a single nif. all will have a their own bsshadertextureset. and each will need a geck texture set if you want to swap out the textures.

 

The geck gives you the same abilities with assigning textures(via texture sets) as you can in the nif BSShaderTextureset. each texture set you make wil be an override for the one thats in the nif. if you have multiple objects with different uvs and textures in the nif, you need a texture set for each shape.

create texture sets- asign your textures into those.

then in the gun entry, where you asign the model and 1stperson models, when you go to edit those, there should be a list of shapes contained in the nif. you add appropiate texture sets there.

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Thanks for the answer.

 

I tried everything you said, I retried from the beginning. I recreated the Glock in GECK and added several texture sets (Both Diffuse and Normal map) and then added them to the nif file via Model Edit. But still I end up with no gun showing in fallout 3.

 

Here below is a screenshot of my current GECK settings? Hope you can see anything?

 

http://i42.tinypic.com/2qknqx5.jpg

 

Thanks !

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oooooohhhhh.

 

I see. It's not a texture issue at all then. :whistling:

If you right click on the nif file> and open with> Geck. It doesn't show up in the model view either?

 

Right what you probably have is then SF_Shadow_Map flag enabled. < that is only for rigged meshes on actors, which are the only things that cast shadows in game, your mesh will not render in the geck or game if that is enabled.

 

open the nif in nifskope, and for each trishape/strip, go into the BSShaderPPLightingProperty, and check your shader flags, you can turn off SF_Shadow_Map and SF_Shadow_Frustum.

 

By default, max exports those enabled, even if you untick everything in the skin partitions part of the export dialog. No max export tutorial ever mentions that....So it is quite a common gotcha. It got me for a couple days as well.

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