Shikage9999 Posted February 17, 2017 Share Posted February 17, 2017 Hello everyone, i'm trying to make a mesh for a tree in fo3 at the moment, and for some reason, it is appearing blue (possibly the normal map) in the GECK. the tree is just a decently regular-looking burnt tree, using vanilla textures. i took a vanilla tree NIF (i think it was TreeDead03 or something) from fo3 into Blender, deleted the collision and the tree itself, and put a new one in its place, with all the same textures and all, as kind of a variation of the vanilla tree. it looks perfectly fine in blender (2.49b and 2.78 i think the other one is that I use) as well as in NifSkope, but when i import it into the GECK it's the right texture, sort of, it's just very bright blue like the way a normal map looks. i looked this up and found very little information, but what i did find was something relating to the mipmaps of the texture itself, but these are vanilla textures, so i wouldn't assume i'd have to do anything with it. i'm very confused as to what this means. i looked into the possibility that it may be pathing to the normal map instead of the intended texture, and removed the normal map from the NIF in NifSkope so that it wouldn't associate with the tree at all anymore just to test if that was the case, and it's still appearing blue. i'm not sure what i'm doing wrong. this is my first time making my own mesh. any help would be greatly appreciated. thanks. Link to comment Share on other sites More sharing options...
BarefootWarrior Posted February 17, 2017 Share Posted February 17, 2017 I'm curious as to what version of NifSkope you are using? The reason I say this is because something similar happend to me using the 'new' version of NifSkope instead of the older version. What I found is, the newer version of NifSkope (2.0.0 pre-alpha) will sometimes open a 'nif' file from FO3 / FONV (usually not in my case) but more importantly, it is geared for the newer Intel based compression for textures used in FO4. Typically, textures from FO3 / FONV will not even show up with this new version. The older version of NifSkope (1.1.3) is what I use for FO3/FONV textrures. I'm sure someone else who knows more about this will make a comment on this that knows more then I do. I'm just throwing this out there based on my own experience. I mention this because you are saying that in GECK the texture is showing up as a blue which to me indicates a possible texture issue similar to what I experienced the first time I was trying to make textures for FO4. Link to comment Share on other sites More sharing options...
M48A5 Posted February 17, 2017 Share Posted February 17, 2017 (edited) After you exported the .nif from blender 2.49, did you check the shader settings under BSShaderPPLightingProperty? Did you check the texture path under BSShaderTextureSet? Do you have the textures loaded in the Data/textures folder? One other thing, posting the same post more than once will not increase your chances for a reply. It is considered spamming the forum. Edited February 17, 2017 by M48A5 Link to comment Share on other sites More sharing options...
Shikage9999 Posted February 17, 2017 Author Share Posted February 17, 2017 (edited) After you exported the .nif from blender 2.49, did you check the shader settings under BSShaderPPLightingProperty? Did you check the texture path under BSShaderTextureSet? Do you have the textures loaded in the Data/textures folder? One other thing, posting the same post more than once will not increase your chances for a reply. It is considered spamming the forum.the shader settings and texture path in NifSkope or is there one in blender 2.49? i don't fully understand blender 2.49, i learned all about the newer version but this one seems a bit different. also, yes there's the proper textures in the data folder. also i posted it more than once? i had no idea. i'm very sorry. i will check and delete other posts i've made on the same thing. my internet connection is awful and it tends to say things didn't operate correctly when apparently they do. EDIT: i found the shader settings and texture path you mentioned in NifSkope, but idk what they're supposed to look like so idk whether they're wrong or not. Edited February 17, 2017 by Shikage9999 Link to comment Share on other sites More sharing options...
M48A5 Posted February 17, 2017 Share Posted February 17, 2017 (edited) There are numerous tutorials available In the FO3, FNV and Oblivion mod sections. I strongly suggest you locate, download and read them. You can find them under the files/categories tab in each of the mod section. As for using blender 2.49, there is the manual available here: https://blenderartists.org/forum/archive/index.php/t-180973.html The newer version of blender 2.78 doesn't do much good since there are no Nif Scripts available. Edited February 17, 2017 by M48A5 Link to comment Share on other sites More sharing options...
Shikage9999 Posted February 17, 2017 Author Share Posted February 17, 2017 There are numerous tutorials available In the FO3, FNV and Oblivion mod sections. I strongly suggest you locate, download and read them. You can find them under the files/categories tab in each of the mod section. As for using blender 2.49, there is the manual available here: https://blenderartists.org/forum/archive/index.php/t-180973.html The newer version of blender 2.78 doesn't do much good since there are no Nif Scripts available.okay, i suppose i will look there then. thanks. ok gotcha thank you yeah i am aware. i use 2.78 to model and then i port it over to 2.49b to export as a Nif. seems to work perfectly fine except for the whole normal map thing, but i don't know how much of that has to do with blender. oh well i suppose it's back to the drawing board and more research. i'm sure i'll find something on this somewhere at some point. thanks. Link to comment Share on other sites More sharing options...
Recommended Posts