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Problem with Textures


bnxus

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I made my first recoloration and saved it with Pain.NET into DDS format. When I add the texture on the mesh in NifSkope everything looks fine but when I add it to the GECK I cant see the texture on the mesh or rather see only strange texture bugs. I dunno if I saved it the wrong way or in the wrong format but DDS Converter 2.1 doesnt work under Win 7 and Paint.NET is my only possibility to create .dds files at the moment.

 

Here's what I mean:

http://img7.imagebanana.com/img/z8ydr23w/bug.jpg

 

:down:

 

I hope somebody can help me! Thanks in advance.

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I'm not an expert on textures by any means, but I've noticed this issue in texture replacement packs sometimes. I think it might be caused by a lack of mipmaps (no clue what I'm talking about here).

 

Also, try using Gimp. It works on windows, and there's a dds conversion plugin for it on the nexus right here.

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Gribble: If you are correct (as I have done texture work with other games using DDS) then this means he should use the generate mipmaps feature of what ever dds plugin or tool he is using. Mipmaps are basically generated smaller versions of the texture that appears at distances. Here we go... wikipedia says (hehe) "Mip-maps are pre-calculated, optimized collections of images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts."
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Please make sure the dds file has mipmaps. Without mipmaps, geck and the game behave differently. Geck will show strange results, apparently "borrowing" the texture of a nearby object. In game, it will look fine; but the graphics performance may be slightly slower. There have been some philosophical arguments about what the right behavior of geck should be. For example, IMHO giving an error message; or showing the same behavior as the game would both be improvements. But, if you make sure to turn on "create mipmaps" in your save/convert plugin, the problem should go away in geck.
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