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Texturing woes


zeromus88

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I really can't see how anything would go wrong. All I'm really doing is just putting a layer over an existing texture and merging them. Unless something is wrong with the merge, I don't think this should be happening...
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In point 5, why are you saving a diffuse texture to dds dxt5? That automatically creates an undesired alpha channel (not even considering the fact it’s the lowest dxt quality). Normally, all textures, unless it’s a normal map or any other type requiring an alpha mask, should be saved to dds dxt1 no alpha. Edited by Heffy
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I’m not saying it’s necessarily that, since the alpha saved in this case should be uniformly white. However, I’ve never done that in Gimp, so I don’t know how it treats this particular case. It “may” be creating an alpha channel from the image itself giving this “not so uniformly” transparency…

Anyhow, the diffuse texture shouldn’t have any alpha channel (unless it is destined to be translucent, for a glass effect, for example) so save it to dxt 1 no alpha anyway.

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I tried saving it as a BC1/DXT1 and it looks fairly normal in NifSkope but in the GECK the model still looks all bright, like I set the emissive color to white (it's not, its full black). One thing I did notice is that removing the alpha channel did cause the texture to NOT appear transparent when I load it back up in GIMP (see my second ss for what I mean). So I think I'm getting closer to figuring out why this isn't working.

 

I did notice you mentioned a diffuse map. I'm saving it under normal mode, I'm not diffusing anything...

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About the diffuse map thing (I said diffuse texture, actually), it’s not really what I meant. In this context it just means the normal texture, what you are referring to would be a glow map. I totally see how it is confusing, though, as in some engines (as the Unreal Engine, for example) “diffuse” usually refers to the glow map, indeed…

In this case, you don’t need a glow (or diffuse) map, unless you want the knives to glow in the dark.

 

I assume you have just changed the texture, leaving the original settings as-is. In which case, the model showing black in the GECK could be just a result of these same settings. Some of these can’t be rendered correctly in the GECK and the mesh ends up appearing black or in some other weird manner… However, provided these settings are valid, it just displays correctly in-game.

 

Edit : Seems I misread you on how the models appears in GECK. If it looks too bright, it’s generally normal, my models too usually look a lot brighter in the GECK than they do ingame.

Edited by Heffy
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Ah, that makes sense. As I mentioned before, I did add a glow map to a mesh and it works just fine. I haven't changed any settings for the original textures, all I've done is just try to add a layer on top of the original and merge it. When I made the glow map, I filled in the parts I wanted to glow, stuck a pure black layer between that and the original, and merged. That worked just fine. What I'm not getting is why things look so washed out and bright. Removing the alpha channel and saving as DXT1 makes it look seemingly normal in NifSkope, but not in the GECK.

 

I sent the modified and orignal .dds files to thrill to take a look at. Would you be able to maybe see what I'm doing wrong?

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I did it! I got it to work in game. I think part of it was like Heffy said, that the models look brighter in the geck than they do in game. I'll have to retrace my steps but I got it to work perfectly. I know I actually forgot to use AI (since I'm using new textures >.<) but once I reapplied it they worked like a charm!
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Good to know you succeeded.

 

The Geck preview is never very accurate, as it has a relatively strong directional lighting, so it makes models appear as you described. Nifskope, on the other hand doesn’t apply any effects in the preview (or in a very limited way) and it never looks like the final result. So, in the end, the ultimate best way to see how correctly the textures and effects are, is trying it ingame.

 

It’s almost 4:30 in the morning here and I need some sleep, now :) I’ll be around tomorrow if you still need help with something.

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