DogtoothCG Posted January 2, 2016 Posted January 2, 2016 (edited) 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 January 2, 2016 by DogtoothCG
SirNewbzAlot Posted January 4, 2016 Posted January 4, 2016 I am having this same problem. I have no idea how to make .bgsm even comparing to similar mods I can't get it to work how I want to.
SirNewbzAlot Posted January 4, 2016 Posted January 4, 2016 (edited) figured it out, use this toolhttp://www.nexusmods.com/fallout4/mods/3635/? Edited January 4, 2016 by SirNewbzAlot
billyro Posted January 8, 2016 Posted January 8, 2016 I've found that in the .BGSM files, the texture path must be using forward slashes ( / ) as opposed to the usual back slashes ( \ ). Maybe that was the problem?
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