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Problem with NifSkope (Can't/don't know how to add textures -E


newg

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When I load the Scar-L mesh from Fook2 (I'm just trying it out, and hopefully going to get an FN SCAR mesh for my first mod, which as not been made yet) the texture is all white, like this.

 

http://i854.photobucket.com/albums/ab102/anthonydevellis/10-08-201011-51-29AM.png

 

Ive also got some meshes from here but those Textures don't show up in Nifskope, and the meshes them selves don't show up in game or in the Geck, and I'm pretty sure its because who ever made it had this directory

 

C;/documents and settings/d1/desktop

 

Ok now I've never made a custom weapon mod before so ive never had to manually add textures. So how do I

 

  • Fix the NifSkope problem
  • Manually add textures to Nifskope for the weapon upgrade kit meshes
  • Make the meshes show up in the GECK

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on the link you gave it is mentioned how to add the textures to it in nifskope. in a picture. there is where you need to be for each part of the gun. doubbleclick on the floweer thingy and then go in the folders to the texture. ;) this works for all the meshes that don't have the textures added in nifskope.
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on the link you gave it is mentioned how to add the textures to it in nifskope. in a picture. there is where you need to be for each part of the gun. doubbleclick on the floweer thingy and then go in the folders to the texture. ;) this works for all the meshes that don't have the textures added in nifskope.

im sorry i don't understand, could you explain it clearly please. Thank you though.

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this is covered dozens of times in various tutorials or a hundred times in this very subforum. < do a search if you can't figure out what I am about to type.

 

put all your textures in you F3 data\textures folder in the directory structure you want to use. < because if you don't you will end up adding absolute file paths. unless you type the file path manually.

 

under Block List- Expand any one of the nitristrip blocks. expand BSShaderPPLighingProperty, expand/select the textureset

Under Block Details- you shuld see 6 'slots' at least 2 should have a file path pointing to textures.the first 2 at the top of the list is what you need. diffuse and normal map. these paths should look like "textures\weapons\myweapon\something.dds"

 

not- "C:\something\textures\something.dds"

 

select that flower icon and you will now beable to navigate to the texture file you want to set in that texture slot.

 

if textures still do not show up, you may to set up nifskope to read what ever data folder houses your textures. I have dozens of these in my nifskope set up, for several dev folders before I move things to my game folder..... Render>settings... add a folder. and select where that folder points to... navigate to your directory. textures should now render

 

In that image, you can also delete blocks 42-46< these are data blocks that give a mesh object certain properties. but they aren't linked to a mesh object, so they do nothing and are just bloat data.

 

The rifle will not animate at all. the person who put the mesh together doesn't know how the weapon animations target mesh objects and make them animate. < everything is named UPB. which is a name of a string data node that bethesda's official exporter dumps into the nif... its not what those blocks should be called if you want it to animate.

Changing the names to correct ones probably won't have the desired effect, they will animate, but likely the pivots are all wrong. so things will get whacked as soon as you reload...

 

Why don't some meshes render in game/geck. there are a few reasons. it depends. do a search on this forum, this gets asked a lot.

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this is covered dozens of times in various tutorials or a hundred times in this very subforum. < do a search if you can't figure out what I am about to type.

 

put all your textures in you F3 data\textures folder in the directory structure you want to use. < because if you don't you will end up adding absolute file paths. unless you type the file path manually.

 

under Block List- Expand any one of the nitristrip blocks. expand BSShaderPPLighingProperty, expand/select the textureset

Under Block Details- you shuld see 6 'slots' at least 2 should have a file path pointing to textures.the first 2 at the top of the list is what you need. diffuse and normal map. these paths should look like "textures\weapons\myweapon\something.dds"

 

not- "C:\something\textures\something.dds"

 

select that flower icon and you will now beable to navigate to the texture file you want to set in that texture slot.

 

if textures still do not show up, you may to set up nifskope to read what ever data folder houses your textures. I have dozens of these in my nifskope set up, for several dev folders before I move things to my game folder..... Render>settings... add a folder. and select where that folder points to... navigate to your directory. textures should now render

 

In that image, you can also delete blocks 42-46< these are data blocks that give a mesh object certain properties. but they aren't linked to a mesh object, so they do nothing and are just bloat data.

 

The rifle will not animate at all. the person who put the mesh together doesn't know how the weapon animations target mesh objects and make them animate. < everything is named UPB. which is a name of a string data node that bethesda's official exporter dumps into the nif... its not what those blocks should be called if you want it to animate.

Changing the names to correct ones probably won't have the desired effect, they will animate, but likely the pivots are all wrong. so things will get whacked as soon as you reload...

 

Why don't some meshes render in game/geck. there are a few reasons. it depends. do a search on this forum, this gets asked a lot.

 

Thank you SO much, however, when I expand the nitristrips blocks>bsshaders, only one directory shows up, I know I can change them, and I did (by clicking the flower) but when I do the directory still looks like this "C:\Fallout 3\Data\Textures\Weapons\Newg\shoty atach.dds"

 

So wouldn't that mean the textures would only show up for me, and not people who download it (assuming they have a different Directory)

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Thank you SO much, however, when I expand the nitristrips blocks>bsshaders, only one directory shows up, I know I can change them, and I did (by clicking the flower) but when I do the directory still looks like this "C:\Fallout 3\Data\Textures\Weapons\Newg\shoty atach.dds"

remove the space in the texture file name- could be an issue. rename to shotyatch.dds.

 

solution- just manually type in the file path.

 

So wouldn't that mean the textures would only show up for me, and not people who download it (assuming they have a different Directory)

It would work for me as that is the same directory as my game is in. But wouldn't for anyone on a different OS or have installed to a custom folder or different drive.

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  • 2 years later...

this is covered dozens of times in various tutorials or a hundred times in this very subforum. < do a search if you can't figure out what I am about to type.

 

put all your textures in you F3 data\textures folder in the directory structure you want to use. < because if you don't you will end up adding absolute file paths. unless you type the file path manually.

 

under Block List- Expand any one of the nitristrip blocks. expand BSShaderPPLighingProperty, expand/select the textureset

Under Block Details- you shuld see 6 'slots' at least 2 should have a file path pointing to textures.the first 2 at the top of the list is what you need. diffuse and normal map. these paths should look like "textures\weapons\myweapon\something.dds"

 

not- "C:\something\textures\something.dds"

 

select that flower icon and you will now beable to navigate to the texture file you want to set in that texture slot.

 

if textures still do not show up, you may to set up nifskope to read what ever data folder houses your textures. I have dozens of these in my nifskope set up, for several dev folders before I move things to my game folder..... Render>settings... add a folder. and select where that folder points to... navigate to your directory. textures should now render

 

In that image, you can also delete blocks 42-46< these are data blocks that give a mesh object certain properties. but they aren't linked to a mesh object, so they do nothing and are just bloat data.

 

The rifle will not animate at all. the person who put the mesh together doesn't know how the weapon animations target mesh objects and make them animate. < everything is named UPB. which is a name of a string data node that bethesda's official exporter dumps into the nif... its not what those blocks should be called if you want it to animate.

Changing the names to correct ones probably won't have the desired effect, they will animate, but likely the pivots are all wrong. so things will get whacked as soon as you reload...

 

Why don't some meshes render in game/geck. there are a few reasons. it depends. do a search on this forum, this gets asked a lot.

i dont see the BSShaderPPLighingProperty apparently you need textures to see that unless i'm doing something wrong as usual

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Well there's more than one texture to change, so it's less work to switch from "view blocks in tree" to "View blocks in list" then adjust the Column so that the Set part sticks out like listed below. You switch lots between the two view settings depending on what you want to do. This is done in the view tab I believe, under block list.

 

 

column-->|<--column

TextureSet

BlahBlah...

TextureSet

BlahBlah...

TextureSet

BlahBlah...

TextureSet

BlahBlah...

TextureSet

BlahBlah...

 

Then you can quickly see each set, an move between them. Click one, it will display that in Block details at the bottom. Click the + to open, Click the Flower to set paths. It should be noted that you shouldn't do this on the actual data folder which is the one you use to play the game. Instead create a fake data folder C:/Data an put your project folders in there because it tends to get really messy, you wouldn't want that messy stuff in your game folder.

 

Mesh on the desktop, Textures in the fake data folder. This will avoid Steam directory issues as well, because in those cases Nifscope can pick up a disk drive in the texture path, such as C:/steam/steamapps/common/Fallout/Data/Textures/blah/blah/blah This won't work, in order to work the path must be textures/blah/blah/blah the fact that it's on a drive an in a folder named data is implied by design, so all your paths begin with textures.

 

It doesn't care if it's lower or upper case, but inside the GECK it does, don't confuse those. You set Nifscope/Blender to look in the fake data folder for textures, this is in render settings in nifscope. I wouldn't autodetect or add anything besides the fake data folder, because then you can't tell what is being used. Also I wouldn't unpack the entire .BSA's instead only unpack what you need currently, like armor, or weapons, instead of everything.

 

Next get your ducks in a row. Open the + on the textures you know you are going to change, then leave the ones closed you are not going to change. Start with the one at the top, use the flower to find the texture, set it. Then open it back up an copy that, go down an paste that into each of the boxes that use it, then do the next texture. You always match defuse an normals, only the normal has a _n at the end. This makes it easy to paste in the defuse, but change the name adding _n at the end.

 

When you are done you move the mesh off the desktop into the game. (keep a clean desktop) Then move the textures from the fake data folder into the real data folder an into the game, provided they look good enough. Many projects don't turn out an it's a final step to preview it before you move it into the game. Then the preview continues in-game because it can end up looking terrible. GECK isn't useful as a preview. Blender & Nifscope is only a estimated preview, but you get an idea what it will look like.

 

http://i895.photobucket.com/albums/ac156/grindedstone/Techsupport/SRFile2012_2_23_18_18_12_93.jpg

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