Floatsup Posted April 4, 2011 Share Posted April 4, 2011 I'm not sure because like i said the texture shows up in the texture set, but the path is as follows: Diffuse: C:\Program Files\Steam\steamapps\common\fallout new vegas\Data\Textures\cooler\cooler_d01_1024.dds Normal: C:\Program Files\Steam\steamapps\common\fallout new vegas\Data\Textures\cooler\cooler_n01_512.dds if there's an 'in game' directory structure (like idtech does) I'm not sure what it is, if you know how to look it up I'll list it You will need to setup Nifskope to your gaming directories. I forgot how to do it, but google it. Theres a tutorial. Your paths should never be absolute the way you have them setup. Your referecing the C drive. The paths need to be relative. Especially if you ever plan on someone else using your work. Looks something like "textures\blah\blah\blah.dds" and that comes from setting up Nifskope properly. Link to comment Share on other sites More sharing options...
Swizzler Posted April 5, 2011 Author Share Posted April 5, 2011 well dang. its showing up fine in geck now, but it behaves kinda strangely (its impossible to select in the 3d view and impossible to move around) and doesn't show up in game. is this because I don't have a collision mesh? If so, how do I add one, I haven't found a tutorial that covers that. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted April 5, 2011 Share Posted April 5, 2011 In nifskope is the root node (usually node 0) a NiNode or a BSFadeNode?If its a NiNode than rename it to BSFadeNode: double click the NiNode in the block list window and change the name. (not the name of the node, the node itself) Link to comment Share on other sites More sharing options...
Swizzler Posted April 6, 2011 Author Share Posted April 6, 2011 I'm not sure because like i said the texture shows up in the texture set, but the path is as follows: Diffuse: C:\Program Files\Steam\steamapps\common\fallout new vegas\Data\Textures\cooler\cooler_d01_1024.dds Normal: C:\Program Files\Steam\steamapps\common\fallout new vegas\Data\Textures\cooler\cooler_n01_512.dds if there's an 'in game' directory structure (like idtech does) I'm not sure what it is, if you know how to look it up I'll list it You will need to setup Nifskope to your gaming directories. I forgot how to do it, but google it. Theres a tutorial. Your paths should never be absolute the way you have them setup. Your referecing the C drive. The paths need to be relative. Especially if you ever plan on someone else using your work. Looks something like "textures\blah\blah\blah.dds" and that comes from setting up Nifskope properly. In nifskope is the root node (usually node 0) a NiNode or a BSFadeNode?If its a NiNode than rename it to BSFadeNode: double click the NiNode in the block list window and change the name. (not the name of the node, the node itself) I tried both these tips (I needed to do both anyway) but after setting my texture path and renaming that node, it still does not show up in game. The weirdness in GECK is gone, and I know the cell is updating because I deleted several objects on a table to place the new model and they were deleted in game, but my model didn't show up. Does anyone have a tutorial that includes how to add a collision mesh? I think that might be the issue. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted April 6, 2011 Share Posted April 6, 2011 A model does not need collision to work in game.In nifskope expand your NitriStrips block and select the BSShaderPPLightingProperty.In the block details window under shader flags make sure SF_SHADOW_MAP is not checked off. If you still have problems after that open up an original file and compare the two. Link to comment Share on other sites More sharing options...
Swizzler Posted April 6, 2011 Author Share Posted April 6, 2011 (edited) A model does not need collision to work in game.In nifskope expand your NitriStrips block and select the BSShaderPPLightingProperty.In the block details window under shader flags make sure SF_SHADOW_MAP is not checked off. If you still have problems after that open up an original file and compare the two. I'm not sure what you mean by 'checked off' the value for SF_SHADOW_MAP wasn't checked, so I checked it, but it didn't seem to make a difference. I checked the properties of my model alongside two other models that I know work and couldn't find any differences, i'll keep looking for anything, but if anyone thinks of anything let me know! EDIT: found one difference, under the block "NiNode" (BSFadeNode on my model) only has one difference under the entry "Num Extra Data List" is set to 1 on the model I'm referencing and 0 on my model. I changed this but it didn't appear to have any effect. Edited April 6, 2011 by Swizzler Link to comment Share on other sites More sharing options...
SpeedyB64 Posted April 6, 2011 Share Posted April 6, 2011 SF_SHADOW_MAP should NOT be checked off. Do you have a BSXFlags node?If you do have one is integer data set to 2 Link to comment Share on other sites More sharing options...
steamcanuck Posted June 23, 2011 Share Posted June 23, 2011 Thanks for the info, had the same problem. Link to comment Share on other sites More sharing options...
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