Loneshade Posted December 21, 2010 Share Posted December 21, 2010 Trying to retexture some items, I can't get the textures to show in geck:- I've extracted the archives with FO3Archive- I copied the .nif and textures to my data folders- I modified the .dds files- I did edit the mesh with Nifskope and replace the textures (the textures show fine here) now I load geck and create a new (static) item and load my model....--> Problem: the texture won't show correctly! (shows some invalid, random glitched graphics only) that said, I can still place the item and if I launch the game, the texture shows perfectly fine!... its pretty anoying though, not to see it in geck. Anyone can give me a hint what I'm doing wron or missing?Thanks for the help in advance,regards, Siv Link to comment Share on other sites More sharing options...
Fumofumo Posted December 21, 2010 Share Posted December 21, 2010 Meh, I had the same problem. If you set the textures directly to the folder directory and all that from within NifSkope on the mesh then it seems to show up properly, but you can't have that set that way if you want others to use it. I think it might have to do with having New Vegas installed not on C: Drive, but then again, NVGECK is really effin buggy. Link to comment Share on other sites More sharing options...
RebelOConner Posted December 21, 2010 Share Posted December 21, 2010 Trying to retexture some items, I can't get the textures to show in geck:- I've extracted the archives with FO3Archive- I copied the .nif and textures to my data folders- I modified the .dds files- I did edit the mesh with Nifskope and replace the textures (the textures show fine here) now I load geck and create a new (static) item and load my model....--> Problem: the texture won't show correctly! (shows some invalid, random glitched graphics only) that said, I can still place the item and if I launch the game, the texture shows perfectly fine!... its pretty anoying though, not to see it in geck. Anyone can give me a hint what I'm doing wron or missing?Thanks for the help in advance,regards, Sivmaybe it could be the settings you use for DDS i save files in DTX 5,with mipmaps, and Alpha channel. Link to comment Share on other sites More sharing options...
Loneshade Posted December 21, 2010 Author Share Posted December 21, 2010 AHH!!! Great thanks especially @O Conner - switching my DDS Format to DTX5 and activating minimaps did the job!! Sure makes me happy - with everything working in game but not in geck, this was something I had not considered. You saved me from despair ;) Link to comment Share on other sites More sharing options...
davidlallen Posted December 22, 2010 Share Posted December 22, 2010 Good find! I was having this trouble also. I would consider this (yet another) geck bug; it does not support the same range of DDS as the game does, and it doesn't give any indication that the file format is the problem. Link to comment Share on other sites More sharing options...
HugePinball Posted December 22, 2010 Share Posted December 22, 2010 Assuming the user knows what he's doing (supplying files in the right format) is not a bug in the editor. At most you can say you wish it was designed to be more user-friendly toward those with little or no experience, but it just wasn't designed with that in mind. I assume it was the lack of mipmaps causing your problem, not the compression format. If it's simply a diffuse texture with no alpha, DXT1 is perfectly fine and actually preferred as the filesize will be half that of DXT3 or DXT5. Always generate mipmaps (unless it's for UI stuff like icons) as a lack of them can have a significant impact on game performance. In the FO3 GECK, if the textures lacked mipmaps the models would render in red. I think it required a minimum of 4 to render properly but I don't recall. I'm guessing the NV GECK just doesn't default to red when a texture is missing or can't otherwise be loaded? Link to comment Share on other sites More sharing options...
davidlallen Posted December 22, 2010 Share Posted December 22, 2010 Assuming the user knows what he's doing (supplying files in the right format) is not a bug in the editor. At most you can say you wish it was designed to be more user-friendly toward those with little or no experience, but it just wasn't designed with that in mind. They display correctly in game. They display wrong in geck. Doesn't this seem like a bug in geck? I'd prefer if they displayed correctly in geck, rather than giving a message, but doing neither seems wrong. Link to comment Share on other sites More sharing options...
HugePinball Posted December 22, 2010 Share Posted December 22, 2010 The game engine is being more forgiving and displaying textures even though they lack an important performance-boosting feature that they should definitely have. For the game developers who designed and used the editor, I'm sure the fact that it would not render textures lacking mipmaps was not a problem because the texture files they used would have them, as a rule. On the odd occasion where someone goofed and saved some without mipmaps, they would have found the problem quite quickly. EDIT: By the way, I'm fairly sure the GECK error log will alert you to this problem, or at least give you a hint that it has something to do with the textures. Link to comment Share on other sites More sharing options...
davidlallen Posted December 22, 2010 Share Posted December 22, 2010 On the odd occasion where someone goofed and saved some without mipmaps, they would have found the problem quite quickly. How would a developer have found this problem? EDIT: By the way, I'm fairly sure the GECK error log will alert you to this problem, or at least give you a hint that it has something to do with the textures. I am very confused by the choice of which errors are displayed in the released geck. (It is possible you are referring to the internal development version). Basic things like syntax errors in scripts are not displayed at all. If there is an error log file produced, it is not mentioned in any of the tutorials. Do you have details on how to produce this logfile? Link to comment Share on other sites More sharing options...
HugePinball Posted December 22, 2010 Share Posted December 22, 2010 Sorry, I was just going on memory, I should've checked the details. I'm referring to the file EditorWarnings.txt. For FO3 it's found in the game directory, where you'd also have the GECK executable. For New Vegas, I assume all that is under your steamapps folder. The file should be generated each GECK session, appending errors/warnings as they occur, and it's cleared each time you launch the GECK so there will only be errors from your last session. I only heard about the lack of error message windows in the NV GECK earlier today (when someone mentioned this to me - you may be interested), but it's likely the EditorWarnings.txt is still being generated. EDIT: Hmm... perhaps not. The only hit for a search on "EditorWarnings" within New Vegas sub-forums here or on the BGS forums is my post right here. Bummer. Does the GECK PowerUp fix that too? Link to comment Share on other sites More sharing options...
Recommended Posts