crazyocod Posted August 15, 2016 Share Posted August 15, 2016 Title says it all. I'm working on expanding my glow texture for fusion cells to traps. I've done everything in loose files and manual texture swaps, outside of the CK. My fusion cells work perfectly! As intended. Yet, the electrical traps do not. Funny thing is that, when I opened the CK to drop a few traps near my save game (for testing convenience), the glow maps are visible! Once I'm in game, they don't work. So why work in the CK and not in game? No idea. That's where my nifknight in shining armor, YOU, save me from my own ignorance. Thanks in advance, of course! One thing to note... the vanilla mesh/textureset includes its own glowmap, with a red emissive. This is the _g.dds that I altered (Textures/Traps/ElectricalTrap01_g.dds). The kicker: it doesn't appear to work either. I've checked and double checked everything. Still... can only get it to work in the CK, and apparently Bethesda had the same issue... cause lol... what? Link to comment Share on other sites More sharing options...
Purr4me Posted August 15, 2016 Share Posted August 15, 2016 (edited) Nif file and texture need to match both out side paths and inside paths, if you alter the texture, you need to re-enable the altered item in the mesh file, otherwise it just simply defaults. two instructions cancel each other out, and that is what your doing. did it with weapons so I know. what tools were used on the Nif file?In what order ? Edited August 15, 2016 by Purr4me Link to comment Share on other sites More sharing options...
radiumskull Posted August 15, 2016 Share Posted August 15, 2016 Custom stuff will work in CK, but unless you've added the data paths in your Fallout_custom.ini, your custom stuff won't show up when you run Fallout.exe. Link to comment Share on other sites More sharing options...
crazyocod Posted August 16, 2016 Author Share Posted August 16, 2016 I used Photoshop CS6 to alter the vanilla glow map, saved, drop in the loose file. I used material editor to make sure the bgsm was in order, per usual, and it appeared to be. I only opened the mesh up via nifskope once I started having failures. At that point, I never had to alter a mesh other than to do a traditional material swap for my now published mod. Regardless, the mesh was apparently set identical to the material file. The vanilla emissive was set to red color, at a 0.0 multiplier, but changing that in the mesh AND the material made no difference. Nothing I've done thus far has made the glow map appear in-game, but as I stated above, it does work in the CK as intended. "...if you alter the texture, you need to re-enable the altered item in the mesh file, otherwise it just simply defaults. two instructions cancel each other out, and that is what your doing."\ I'm not sure I follow here... but I'll try to take another look with your suggestion in mind, see if something clicks. Link to comment Share on other sites More sharing options...
Purr4me Posted August 16, 2016 Share Posted August 16, 2016 Regardless, the mesh was apparently set identical to the material file.so ,it plain tells you, it will use the default data and ignore your edit, your edits need to be reflected every where, each of the items needs to reflect your changes. The texture is the last item loading according to internal instructions...is it not? your loose or new archive needs to override Default instructions in full. Nifscope can do this with your texture and (bgsm) also needs to reflect what it targets too. all of it needs to be on the page you set or nothing will render in game. edit the *.nif and target the new texture and simply save it. Edit the material (bgsm) and target the *.nif and save it. your done. package it up and test in game. is the data in question currently in the mod "published" ? if so, I'll download it and inspect it's contents for you..I need the files names, any of them you can not fix. Link to comment Share on other sites More sharing options...
Purr4me Posted August 16, 2016 Share Posted August 16, 2016 (edited) Trap folder is empty, + this could be the problem too " (g:\_F4\Scratch\Editor2\Data\Meshes\Ammo\FusionCell\FusionCell.hkt) File path ? IF there is supposed to be a texture for that cell item? there isn't any in your uploaded mod. Edited August 16, 2016 by Purr4me Link to comment Share on other sites More sharing options...
crazyocod Posted August 16, 2016 Author Share Posted August 16, 2016 (edited) No I haven't published the traps yet, since I haven't been able to get them to work. Literally the only change I've made, was dropping a loose, custom ElectricalTrap01_g.dds into the proper directory, and changing the emissive color/multiplier a few times on both the mesh and the material. I've even tried it with a material swap and the result was the same. I've also tried it with the vanilla mesh/material. The vanilla glow map itself does not work. I could upload the files to you, but it may as well be the vanilla files because they, themselves, don't even produce the intended glow by Bethesda. Any changes I have made in an attempt to fix this, I made on the material alone, the mesh alone, and I've made them on both. Everything I've done that I believed 'should' work, HAS worked, but only in the CK. Never in game. You could replicate my process by trying to produce a glow with any custom glow map you want to throw at it. The directories for each file are as follows: Data/Materials/Traps/ElectricalTrap01.bgsm Data/Meshes/Traps/ElectricalTrap/ElectricalTrap01.nif -- Data/Meshes/Traps/ElectricalTrap/WorkshopElectricalTrap01.nif Data/Textures/Traps/ElectricalTrap01_x.dds Edited August 16, 2016 by crazyocod Link to comment Share on other sites More sharing options...
Purr4me Posted August 16, 2016 Share Posted August 16, 2016 (edited) I did replicate the process, it took me 10 minutes in tests, you are missing textures to "define" the colors. I see now, no way you can assign anything with out "materials present" in order to dictate what a "user" will see. AKA: you have not uploaded the required software to Enable the action desired. There are NO color definition *.dds files too Use. You have to include those too.Look in my signature and see what it means to define color...I know what color is. +..there is no plugin to help define the Idea, all your doing here is trying to make a texture re placer "without the textures" ? ~~ :geek: Edited August 16, 2016 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted August 16, 2016 Share Posted August 16, 2016 I am linking in here another post from some one else who is on the same page as I am, posted a partial explanation. I repeat of what i said in other words I don't define...he does things in advanced way's. Don't take it out of contest. In whole, only. If your real nice, he might even decide to help you...but don't ask any one to build you the mod. That's kinda not cool. We are here trying to help you help your self.https://forums.nexusmods.com/index.php?/topic/4763290-custom-textures/page-2&do=findComment&comment=41484650 Now, understand what path means and the order of things that are required. kitty Link to comment Share on other sites More sharing options...
Purr4me Posted August 17, 2016 Share Posted August 17, 2016 I don't know if this will help any but I did make a demo as to how the glow things should work.Fallout 3's data as a Bethesda game is, a mod that had the data needed to get the point across. A method used known to work correctly. Link to comment Share on other sites More sharing options...
Recommended Posts