TheNecropolis666 Posted February 5, 2016 Share Posted February 5, 2016 Hey Guys, I've got a problem regarding the making of new textures and meshes for creatures. The solution is probably simple, but I am at my wits end.I've been trying to make another texture for a Stronger Daedroth, and I thought I would change the color of the Daedroth in question to reflect this strength, so I took to Paint.net and made a new texture using the vanilla texture as a base, then copied the nif, renamed it and took to Nifskope, where everything seemed to show just thing. linked the mesh and texture to their respective folders, and double checked the pathways just in case. Here's my problem, whenever I try to apply this change to the Daedroth, the texture fails to show at all in the construction set I'm not quite sure what it is I am doing wrong, but hopefully someone else here has run into this problem and fixed it, since there's a bunch of other creatures I want to work on as well (Spider Daedra, Ogres, Trolls, Zombies etc). Link to comment Share on other sites More sharing options...
Jasmer Posted February 5, 2016 Share Posted February 5, 2016 Is the texture bigger than 512x512? The CS won't show any tree leaf textures that I'm editing, and spit out a warning that textures "have" to be 512x512 (they don't, they just won't preview). If your creature shows up in game then I would imagine it's fine. I'm pretty new to the CS though, so take this with a grain of salt, it's just an observation I made. Link to comment Share on other sites More sharing options...
Surilindur Posted February 5, 2016 Share Posted February 5, 2016 (edited) Do you use the CSE by shademe? Would it make any difference? It has been years since I used the CS without it, so I do not remember if there were texture replacer -related issues in the normal CS. And it can never hurt to use the almighty CSE, using the CS without it is just not reasonable. :tongue: http://www.nexusmods.com/oblivion/mods/36370/ Edited February 5, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
TheNecropolis666 Posted February 6, 2016 Author Share Posted February 6, 2016 Well, the Vanilla textures for the Deadroth are in 1024 x 1024 I believe, and the Construction set shows them just fine, so I'm not quite sure. I feel that the problem itself lies in the way I've packed the nif and texture, like somehow the texture isn't reaching the nif properly. I'll have to have another look. And yes, I have the Construction Set Extender installed into it, ill see if the daedroth appears in game and come back to it. Link to comment Share on other sites More sharing options...
razorpony Posted February 6, 2016 Share Posted February 6, 2016 Make sure you include a normal map with your texture. It won't show up in game without one. Link to comment Share on other sites More sharing options...
TheNecropolis666 Posted February 6, 2016 Author Share Posted February 6, 2016 I'm fairly certain that my texture uses the vanilla normal maps, but on the chance that it doesn't, how would I achieve that? Link to comment Share on other sites More sharing options...
Guinefort1 Posted February 8, 2016 Share Posted February 8, 2016 Here are some texturing tutorials and guides on TES Alliance that might be helpful: http://tesalliance.org/forums/index.php?/topic/3540-texturing-normal-maps-ps/#comment-58154http://tesalliance.org/forums/index.php?/tutorials/article/27-shared-normalmaps/http://tesalliance.org/forums/index.php?/tutorials/article/59-painting-creation-gimp/ Link to comment Share on other sites More sharing options...
TheNecropolis666 Posted February 11, 2016 Author Share Posted February 11, 2016 Alright, after some trial and error, as well as transferring to Gimp, following the tutorials I missed an incredibly simple detail, but now I finally got my meshes/textures to work! :laugh: Thanks Guys! I really appreciate it! Link to comment Share on other sites More sharing options...
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