wanderingwanda Posted January 7, 2011 Share Posted January 7, 2011 I have made some custom posters using FNV meshes and textures. When I open Geck and click Diffuse to go to my custom poster, it says error: Directory Invalid. I put my new textures in Data\Textures\MyNewTextures. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 7, 2011 Share Posted January 7, 2011 NV/Data, not Fallout 3/Data, right? Link to comment Share on other sites More sharing options...
baduk Posted January 7, 2011 Share Posted January 7, 2011 Hi! I think most people dont use the texture set feature on geck. Maybe if your having problem with it then just use nifskope instead cause that way is reall easy to do and u get used to using nifskope.Then when u want to do more stuff to a model u at least have become somewhat familiar with nifskope. Link to comment Share on other sites More sharing options...
loilhart Posted January 7, 2011 Share Posted January 7, 2011 (edited) try using default folder names. "data/meshes/yourfile.nif""data/textures/yourfile.dds" *btw i use texture sets? thought that was just good practice?anyway thats how it acts for me. so any folder name data with textures and meshes folder in it will workdesktop/data/meshes/nif like that i think. Edited January 7, 2011 by loilhart Link to comment Share on other sites More sharing options...
davidlallen Posted January 7, 2011 Share Posted January 7, 2011 The key point is that regardless of where the files are stored, you need to edit the nif file. The nif file contains the filename of the dds file. I am not aware of any other way for a texture to get associated with a mesh. (There may be other ways, but I am not aware.) So, (1) put the files where you want and note down the pathname of the dds file, such as "textures/mydirectory/myfile.dds". (2) In nifskope, find the reference to the dds file, which may occur multiple times in multiple places; make sure to find them all. (3) For each reference to the old texture filename, replace with the new texture filename. Once this is done, your new texture will be visible in nifskope, in geck, and in game. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 7, 2011 Share Posted January 7, 2011 You can use the GECK to create a textures set, which is what the OP is trying to do. Each methods has pros and cons. Link to comment Share on other sites More sharing options...
loilhart Posted January 7, 2011 Share Posted January 7, 2011 ah i see so the nif is calling the wrong directory? not the geck itself. ive had wrong directory pop up before (when not using nifs) just dds files...anyway *shrugs* im about to get more into nif files i guess XD Link to comment Share on other sites More sharing options...
davidlallen Posted January 7, 2011 Share Posted January 7, 2011 You can use the GECK to create a textures set, which is what the OP is trying to do. So, a nif may reference one dds, but in geck, we can override that to use a different dds? I can think of a number of ways to use that. Today if I want to do a simple retexture, I copy the nif and edit the nif. So I have to distribute both the nif and the dds. If there's a way to only distribute the dds, that would be nice. Can you point at a place I can learn more about that? Link to comment Share on other sites More sharing options...
loilhart Posted January 7, 2011 Share Posted January 7, 2011 (edited) think if your just using a default nif that calls for a texture if you keep the texture set name with dif contents thatd work. bout as much as i can guess.... looking at the geck stuffs alil...*just from my knowledge things like impact data (have impact nifs) use texture sets.... as for some other things you can just see what texture sets get ref from by using the use info selection from the right click menu. things like "NVBillboardSunsetSarsaparilla" which refs to the world object static of "BillboardSunsetSarsaparillaNV" which uses the nif file for its textures it seems. so in that case its within the nif file. Edited January 7, 2011 by loilhart Link to comment Share on other sites More sharing options...
davidlallen Posted January 7, 2011 Share Posted January 7, 2011 think if your just using a default nif that calls for a texture if you keep the texture files name with dif contents thatd work. bout as much as i can guess.That is true, if I wanted all instances of that nif to have the new texture. Usually what I want is to take a vanilla object, make a copy, and have my copy look different. Without affecting places where the vanilla object itself is used. So overriding the texture of the base game is not what I am trying to do. Link to comment Share on other sites More sharing options...
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