acklavidian Posted January 14, 2011 Share Posted January 14, 2011 I am kinda new to Oblivion modding, and I hope this is a simple fix. However, I have made what will become a tv in blender. I got the basic makeup completed so I started to test. Loaded it in to the constructor set, and every thing looked fine. BUT when I load in the actual game some of the textures are rendered completely wrong. The only way I can describe it is a multicolored static. I have four textures on this mesh. 2 render properly one with a normal map and the other just a plain diffuse map. The other two have the weird multicolored static problem. I have been trying to fix this for several hours each of the past few days. I have one other mod activated besides the one I am working on. I am a senior in computer science, and this project -if done soon- will land me a nice student job at the university. Please help! Oh and my objective is to use a program called HumMod to accurately simulate human vitals. So if I do get help I think it could turn in to an impressive and fun mod. Link to comment Share on other sites More sharing options...
ub3rman123 Posted January 14, 2011 Share Posted January 14, 2011 Oblivion textures require a normal map. Also: A common thing that I've seen cause that is that you may have compressed the texture file. Re-open it in GIMP and resave it as a DDS and make sure there is no compression option selected. Link to comment Share on other sites More sharing options...
acklavidian Posted January 14, 2011 Author Share Posted January 14, 2011 so they have to have a normal map? Well one of the textures I don't want to look bumpy or anything just smooth. Link to comment Share on other sites More sharing options...
acklavidian Posted January 14, 2011 Author Share Posted January 14, 2011 (edited) Oh and one of the textures that is messing up has a normal map. Do they have to have a glow map as well? Edited January 14, 2011 by acklavidian Link to comment Share on other sites More sharing options...
ub3rman123 Posted January 14, 2011 Share Posted January 14, 2011 A normal map won't necessarily mean it has to be bumpy. To make a perfectly smooth normal map, take a blank image and run the normal map filter. Use that as the image's normal map. A glow map is only needed if you want specific parts on an object to glow. If your object is specified to glow and doesn't have a glow map, all parts of it will glow. Link to comment Share on other sites More sharing options...
acklavidian Posted January 14, 2011 Author Share Posted January 14, 2011 What format do I use when I save my .dds in oblivion? RGB8, RGBA8,BGR8, ... and so on? Link to comment Share on other sites More sharing options...
ub3rman123 Posted January 14, 2011 Share Posted January 14, 2011 Compression: None. Format: Default. Link to comment Share on other sites More sharing options...
acklavidian Posted January 14, 2011 Author Share Posted January 14, 2011 Ok I got that all sorted. Thanks a bunch. I have another problem now. When I apply a glow map it makes the wrong thing glow. Like if I make a completely white dds the same size as the pixelscreen.dds and name it pixelscreen_g.dds it will make the brown wooden part glow up. Link to comment Share on other sites More sharing options...
ub3rman123 Posted January 14, 2011 Share Posted January 14, 2011 On a glow map, the brighter a spot is on the texture, the brighter it will glow. Take a look at this texture I made a while ago. This is the regular texture. http://i1023.photobucket.com/albums/af356/ub3rman123/IgnobleEnd1.jpg?t=1295022271 See the runes on the blade? Now here's the glow map. http://i1023.photobucket.com/albums/af356/ub3rman123/IgnobleEnd2.jpg?t=1295022272 A glow map has to look like that. Desaturated, with the parts you want glowing in brighter colors. THe spectrum goes from pitch black (No emissive glow) to solid white (Glows at normal color in full darkness), with colors in between giving you various strengths of glow. Link to comment Share on other sites More sharing options...
acklavidian Posted January 15, 2011 Author Share Posted January 15, 2011 Thanks. You where a big help... My problem with the glow map turned out to be that if one texture in your mesh has a glow map than all of them have to have a glow map. So if you don't want something to glow than you have to make a black map for it. Link to comment Share on other sites More sharing options...
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