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can't get custom texture to show up on model in geck


Swizzler

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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.

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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.
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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)

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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.

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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.

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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 by Swizzler
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