dfacto Posted January 6, 2012 Share Posted January 6, 2012 (edited) I'm doing a texture edit on the ebony armor to make it white, but the female gloves are screwing with me. The texture is cream colored, but in game they render as dark brown, and I can't figure out why. I've only edited the texture map, the _m and _n maps are the default ones. Anyone know what could be causing this? I had zero problems with the male armor. A zip of the map is attached. It should go into data/textures/armor/ebonyarmor/f http://img140.imageshack.us/img140/506/darkglove.jpg Also anyone know why when I save out of photoshop as DX1 with no alpha it still generates an alpha map? Doesn't seem to interfere with any of my textures, but it's annoying me. Edited January 6, 2012 by dfacto Link to comment Share on other sites More sharing options...
DizzasterJuice Posted January 6, 2012 Share Posted January 6, 2012 Also anyone know why when I save out of photoshop as DX1 with no alpha it still generates an alpha map? Doesn't seem to interfere with any of my textures, but it's annoying me. I'm at work so I can't look at your file until later but you should be using DXT3 for no alpha and DXT5 for alpha, I pretty much use DXT5 for everything to make it uniform. Link to comment Share on other sites More sharing options...
dfacto Posted January 7, 2012 Author Share Posted January 7, 2012 Why use DX3 when there aren't any alphas? What's the problem with DX1? Still doesn't work. I'm starting to think it's an issue outside of the texture maps. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted January 8, 2012 Share Posted January 8, 2012 (edited) What I meant to say was use DXT3 if you're not using transparencies and DXT5 if you are. Use one of these two because you can't use DXT1 for normal maps.TESwikiCompression for the RGB channels does not differ between DXT1, 3, and 5. The differences lie in the manner in which the alpha channel is compressed. DXT1 compresses the alpha map as all-white, which is highly compressible. DXT1 has a two-bit alpha channel, either white ("Implicit") or black (the color-channels are set to 0). DXT3 has a larger grayscale available ("Explicit"), and DXT5 has as wide an alpha map grayscale as it has for the color channels ("Interpolated").Because of this, saving a Normal map as DXT1 has the unwanted side effect of causing full specular highlighting over the whole mesh to which the texture is assigned to. DXT3 or DXT5 are strongly recommended for normal maps. Did you try to update tangent space in nifskope? Edited January 8, 2012 by DizzasterJuice Link to comment Share on other sites More sharing options...
dfacto Posted January 8, 2012 Author Share Posted January 8, 2012 Bingo, i got it. It wasn't a tangent space problem, it was SF_Vertex_Color being checked under Shader Flags. Totally simple way to complicate a texture edit. :P Thanks for the help and the info on DDS formats, I'll save out to XT3 or five from now on. Link to comment Share on other sites More sharing options...
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