ptowery Posted July 16, 2011 Share Posted July 16, 2011 Hi, I am attempting to import a large model into Oblivion. It has Normal maps applied to all textures. all normal maps are [TEXTURE]_n suffix format, in DXT3 2D Texture No Mipmaps exported from Photoshop CS3 as DDS. The Normal maps have either black alpha or colormap and the diffuse textures have unused alpha maps and are saved with the same DXT3 2D Format. I have someone elses' texture on the model as well to test the model and it works. I fail to understand what could be going wrong. I have not tested in game and every troubleshooting attempt I've made I've reset Construction Set to check if it works. Using an Interior Cell and ARBlueIntense1400 next to the hull to see if it lights. it does not. Some textures have _g as well but I don't think they work either. Does anyone have any solution or way to troubleshoot this further? Thank you. Link to comment Share on other sites More sharing options...
Candex Posted July 16, 2011 Share Posted July 16, 2011 Let me see if I get this right: You are trying to make some normal maps work. You say you tested your model with someone else's textures and it works. When you test this someonelse's texture, do you also see the someonelse's normal map working as well? In the CS? Because the CS does not render things like you see them in game, at least not with me. It may be worth checking it in-game as well. Other than that, are you completely sure the textures are in the same folder as the normals and with the exact same name... maybe there is a typo somewhere blocking it... Link to comment Share on other sites More sharing options...
ptowery Posted July 16, 2011 Author Share Posted July 16, 2011 Yes the other person's textures work fine. Normal Maps show up like they should, same with vanilla structures. http://img714.imageshack.us/img714/2789/theyshouldbe.pngthis whole folder is most of the textures applied to the model. Its very large, and has collision. Link to comment Share on other sites More sharing options...
ptowery Posted July 16, 2011 Author Share Posted July 16, 2011 Please Help. I need this working! Link to comment Share on other sites More sharing options...
Natterforme Posted July 16, 2011 Share Posted July 16, 2011 I think you should create new forms for whatever objects/landmasses you are working with and throw them into the game, make sure all the file paths are correct, and actually go into the game to see for yourself. I have had several cases where things I have made show up fine in the CS but display oddities in the actual game. I think you are just gonna have to test this the old fashioned way: one piece at a time. Also, check the file size for both the texture file and its corresponding normal map. If they are not exactly the same size, that means they are not right and will usually not show up in the game. Finally, bone weights have an impact as well. Sometimes, improperly weighted items will dissappear. Link to comment Share on other sites More sharing options...
ptowery Posted July 16, 2011 Author Share Posted July 16, 2011 So they have to be the same resolution or file size? because some of them might not be the same resolution. Also I'll test ingame. Link to comment Share on other sites More sharing options...
ptowery Posted July 16, 2011 Author Share Posted July 16, 2011 (edited) Well, It appears it doesn't work ingame, when I try TLB in concole it still won't show up. I think collision doesn't work. But there's clearly one in Nifskope.Full Block List: NiNode BSXFlags bhkCollisionObject bhkRigidBodyT bhkNiTriStripsShape NiTriStripsData NiNode NiTriStrips NiBinaryExtraData NiMaterialProperty NiTexturingProperty NiSourceTexture NiTriStripsData (X21) If anyone wants to look at the .nif file here it is. I used the Netimmerse/Gamebryo Exporter for 3ds max 2009 but I am unsure if I got the export settings correct, If someone would tell me the correct settings I will re export it ant try it again. Edited July 16, 2011 by ptowery Link to comment Share on other sites More sharing options...
Natterforme Posted July 17, 2011 Share Posted July 17, 2011 Why did you want to TLB in the first place? That setting removes details and increases framerate at the expense of major graphical detail. Any planes and screens become see through and it is common for items to disappear because its almost like a safe mode for the game. Btw if you didnt know, TLB stands for Toggle Light Bright^^. Link to comment Share on other sites More sharing options...
ptowery Posted July 17, 2011 Author Share Posted July 17, 2011 Why did you want to TLB in the first place? That setting removes details and increases framerate at the expense of major graphical detail. Any planes and screens become see through and it is common for items to disappear because its almost like a safe mode for the game. Btw if you didnt know, TLB stands for Toggle Light Bright^^.I figured the game would show the textures when lighting was removed from the game. nope. Well, I've tried isolating the model to only one texture, re exporting with recommended settings., recreating the texture, and relocating the texture with a new name and it continues to not work at all. (When shaders are enabled in nifskope, they show up in nifskope) There's 2 things I haven't really tried yet. A different DDS Exporter and something other than DXT3 although It doesn't seem worth it. Does collision or scale effect shaders in any way? Considering switching to Fo3. But I really don't want to. Link to comment Share on other sites More sharing options...
Natterforme Posted July 17, 2011 Share Posted July 17, 2011 You dont use Blender? :ninja: Link to comment Share on other sites More sharing options...
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