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BGSM Proper Format?


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So, I've ran into a block here, dealing with adding in new models. Currently, the model is ingame, the .nif has its own unique BGSM linked in the nif, all the texture paths have been input, etc. Initially, while the textures showed up fine in nifskope, ingame the whole thing was purple, save for the goggles; after some fiddling, and creating a unique .bgsm, It managed to start inheriting some material information, global spec and gloss values. At this point, regardless of nifskope appearance (ie, uv's are intact), or which material file is attached to it, the model shows up ingame with a flat brown diffuse value, with the global values for spec/gloss, no normal information either.

 

I'm not exactly sure how to proceed at this point, if anyone is familiar with this process, any help would be much appreciated.

 

Image linked for reference.

http://images.akamai.steamusercontent.com/ugc/359525594135390597/81026917B4DCC2410CFDCED9765BF37C8DDB86AD/

 

 

edit: Bit of an update, apparently unlinking the .bgsm for the mask, caused the eyeglass to render correctly; going to unlink the .bgsm for the glass and see what happens.

Edited by DogtoothCG
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