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Running into a Texture bug in my armor mod


ESvok

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I really liked the Dark Seducer recolor I found in this mod: http://www.tesnexus.com/downloads/file.php?id=30060 , but I didn't like the fact that the armor (breastplate, shoulder shells, gauntlets, skirt, boots) was a single item.

So I dared to try to do some modding to separate the breastplate from the rest of the armor set.

 

But for whatever reason, the skin on my modded armor is skewed, or burned, or *something*.

 

http://i.imgur.com/FvQ3Z.jpg

 

As you can see, the neck is quite obviously two-toned, and the arms have streaks of white going through them. I do not know why this is.

 

Anyone able to shoot me some hints?

 

Here is a pic of the unmodified armor, which lacks the two-toned neck (though you can't see any forearm to compare that).

 

http://i.imgur.com/9wlb2.jpg

 

Help?

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It looks like the uv of the body mesh in the armor nif isn't set up right, or you have to body meshes with different textures trying to coexist. Check your uv in nifscope to make sure it's set to the right location on the right texture (the one for the body underneath). If that isn't it, make sure the armor is properly set to the torso slot.

 

It might also be a .egt problem, in which case I can't help you :unsure:

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It looks like the uv of the body mesh in the armor nif isn't set up right, or you have to body meshes with different textures trying to coexist. Check your uv in nifscope to make sure it's set to the right location on the right texture (the one for the body underneath). If that isn't it, make sure the armor is properly set to the torso slot.

 

It might also be a .egt problem, in which case I can't help you :unsure:

 

I have nifscope, but what is the uv I am checking against? Is Upper Body different from Torso? Hm. That might be it.

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What body was the original armor done for? Is this a custom race?

If this was only imported into a modeling app, split in parts and exported again, this shouldn't have affected the UV map (defining which point of the mesh is where on the texture when unwrapped). However, modeling apps tend to rename blocks on import or export, and with body meshes you have to take special precautions the material is always "skin" (case doesn't matter) or it will not behave like real skin, not use the textures of the race but the ones set in NifSkope (Imperial skin on an Orc, yepp) and not react to the color tone settings done in CharGen. Not rarely it becomes something like "skin.00" on export and will not be recognized as skin anymore. And the NiTriShapes or -Strips have to be named accordingly to include a keyword telling which texture slot of the race it should use, "upperbody"/"arms", "lowerbody", "hand", "foot", "tail". ":" works as a remark and everything after it won't confuse the keyword, but of course for something like "upperbody.00" the game engine doesn't know which texture to use for and either uses the one assigned in NifSkope or does really weird and unpredictable things not even I know all of, yet.

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What body was the original armor done for? Is this a custom race?

If this was only imported into a modeling app, split in parts and exported again, this shouldn't have affected the UV map (defining which point of the mesh is where on the texture when unwrapped). However, modeling apps tend to rename blocks on import or export, and with body meshes you have to take special precautions the material is always "skin" (case doesn't matter) or it will not behave like real skin, not use the textures of the race but the ones set in NifSkope (Imperial skin on an Orc, yepp) and not react to the color tone settings done in CharGen. Not rarely it becomes something like "skin.00" on export and will not be recognized as skin anymore. And the NiTriShapes or -Strips have to be named accordingly to include a keyword telling which texture slot of the race it should use, "upperbody"/"arms", "lowerbody", "hand", "foot", "tail". ":" works as a remark and everything after it won't confuse the keyword, but of course for something like "upperbody.00" the game engine doesn't know which texture to use for and either uses the one assigned in NifSkope or does really weird and unpredictable things not even I know all of, yet.

 

I think I found the problem. Or one of them, anyway. I opened my .nif up in NifSkope and found that I have two NiTriStrips with the value of "Body", one is "Body 1" and the other is "Body 0". When I was originally splitting the mesh, I ended up totally removing the lower half of the arms, as the gauntlets in the Dark Seducer armor go up past the elbow and get in the way and stuff, importing a default upper body (the mod uses the HGEC C-Cup model), deleting everything but the pieces of the arms I was missing, and then manually welding the lower arms to the upper arms in Blender. I *believe* that Body 1 and Body 0 are joined at precisely the spot I had to weld the meshes together. (Both use the "skin" texture)

 

http://i.imgur.com/FDa9b.png

 

So, given that current situation, do I have any options? Or what do I have to do to fix it?

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