Corehound Posted September 20, 2010 Share Posted September 20, 2010 Hey every1 :thumbsup: Can any1 tell me what might cause this: In-game the guns are not even showing :blink: The strange thing is that these weapons, even though made static here, are completely the same models I use as actual weapons in the game and there are no problems with them there :wacko: I know the normal reason for items showing as "red" in GECK is because the texture path on the model is wrong or missing, but this is not the case here, as I wrote above they show correctly as "weapon" both on the ground and in the hand of a Cha/NPC Any help would be much appreciated :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!" Link to comment Share on other sites More sharing options...
hikky71 Posted September 24, 2010 Share Posted September 24, 2010 Missing Mipmaps? GECK doesn't like it when textures doesn't have mipmaps, though in-game it usually works just fine. If the object is using the default texture (defined in the nif) and that texture doesn't have mipmaps, it will be colored red when viewed in GECK (I think this is a debug feature). If the object is using a non-default texture because it's been overridden in the esp/esm, the old texture will be used instead when viewed in GECK. It relatively easy to fix this by opening the texture in GIMP/Photoshop and resave it using mipmaps. The most difficult part is picking the right compression (DXT1, DXT3 or DXT5) and Color selection (Default, Distance or Luminance). For compression I usually use the same as the original (to find out I open it in Notepad++ or a Hex Editor and look for DXT1/DXT3/DXT5 in the beginning). For color selection I use Default for diffuse maps (texture.dds), Distance for normal maps (texture_n.dds) and Luminance for glow maps (texture_g.dds). Link to comment Share on other sites More sharing options...
Corehound Posted September 25, 2010 Author Share Posted September 25, 2010 Missing Mipmaps? GECK doesn't like it when textures doesn't have mipmaps, though in-game it usually works just fine. If the object is using the default texture (defined in the nif) and that texture doesn't have mipmaps, it will be colored red when viewed in GECK (I think this is a debug feature). If the object is using a non-default texture because it's been overridden in the esp/esm, the old texture will be used instead when viewed in GECK. It relatively easy to fix this by opening the texture in GIMP/Photoshop and resave it using mipmaps. The most difficult part is picking the right compression (DXT1, DXT3 or DXT5) and Color selection (Default, Distance or Luminance). For compression I usually use the same as the original (to find out I open it in Notepad++ or a Hex Editor and look for DXT1/DXT3/DXT5 in the beginning). For color selection I use Default for diffuse maps (texture.dds), Distance for normal maps (texture_n.dds) and Luminance for glow maps (texture_g.dds). Ah cool, didn't even think of that, actually already have a program that will do it :thumbsup:^^ Thx for the tip, will have a look at it right away to see if I've forgotten to turn it on when I saved the textures :tongue: Thanks again for the reply :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!" Link to comment Share on other sites More sharing options...
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