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Posted (edited)
When I drop my stand alone glass armor re-texture on the ground it shows up with the default texture, how do I fix it? Edited by cis190
Posted

unequiped armor sometimes have it's own mesh, you have to apply the textures to this model as well. Usually their names end with go, so in your case the mesh called "cuirassglassgo", gauntletsglassgo and so on.

You also have to change textures on the 1stperson meshes if you want it complete.

Posted
  On 1/25/2012 at 11:08 PM, Sk8on said:

unequiped armor sometimes have it's own mesh, you have to apply the textures to this model as well. Usually their names end with go, so in your case the mesh called "cuirassglassgo", gauntletsglassgo and so on.

You also have to change textures on the 1stperson meshes if you want it complete.

I have placed my textures on the glassgogauntlets.nif and the 1st person gauntlets_1 and _0 and its still changing when I drop them! where in the texture layers am i supposed to put it there are nine slots for each file to place the textures?

Posted
Did you change the drop version to the standalone and not the vanilla? if you changed the texture path you may want to verify that the new armor is using the new drop version and not the old ones.
Posted
  On 1/26/2012 at 12:21 AM, jet4571 said:

Did you change the drop version to the standalone and not the vanilla? if you changed the texture path you may want to verify that the new armor is using the new drop version and not the old ones.

 

I have already changed the standalone texture path to where my textures are and they work on my blood armor in the game but if I take it off then it goes to the default colors, im not telling the mesh the path or something for the dropped armor and I need to know where is it located :(

Posted (edited)
  On 1/25/2012 at 11:08 PM, Sk8on said:

unequiped armor sometimes have it's own mesh, you have to apply the textures to this model as well. Usually their names end with go, so in your case the mesh called "cuirassglassgo", gauntletsglassgo and so on.

You also have to change textures on the 1stperson meshes if you want it complete.

 

^This ... It should perhaps have said "cuirassglassgo.nif and "gauntletsglassgo.nif" It sounds like you still need to set the paths in these .nif's as well ... Also FYI, most ***go.nif's point to the MALE version of the texture files, so if you've only edited the female version and if the texture is very different (in layout) from the male version you'll have to retex that one as well

Edited by Perraine
Posted
  On 1/26/2012 at 12:43 AM, Perraine said:
  On 1/25/2012 at 11:08 PM, Sk8on said:

unequiped armor sometimes have it's own mesh, you have to apply the textures to this model as well. Usually their names end with go, so in your case the mesh called "cuirassglassgo", gauntletsglassgo and so on.

You also have to change textures on the 1stperson meshes if you want it complete.

 

^This ... It should perhaps have said "cuirassglassgo.nif and "gauntletsglassgo.nif" It sounds like you still need to set the paths in these .nif's as well ... Also FYI, most ***go.nif's point to the MALE version of the texture files, so if you've only edited the female version and if the texture is very different (in layout) from the male version you'll have to retex that one as well

 

I did the male and the female textures and I know that the ***go.nif file is the file to change the texture path but witch one the is nine slots?

Posted

Make sure that the MOD2 (Male) and MOD4 (Female) subrecords point to the new ground mesh, and that the new ground mesh has a proper link to the new texture.

 

Also, default nomenclature for ground meshes is GND (e.g. DBArmorGauntletsGND.nif).

Posted

When you say "nine slots" are you referring to the 9 texture lines under the 'Shaders' tab in the .nif? If so, I've only (so far) seen a mesh use lines 1 and 2 and sometimes (if it has a separate mask and/or specular file) lines 5 and 6

 

 

 

 

  On 1/26/2012 at 12:56 AM, Sunnie said:

Also, default nomenclature for ground meshes is GND (e.g. DBArmorGauntletsGND.nif).

Ummm ... Actually it isn't really, "gnd" is used somewhat less than than "go", but that's neither here nor there really ...

Posted
easy to find out, check a vanilla mesh and see where the diffuse, normal and specular map is placed. as perraine said the diffuse and normal map is placed on the 2 first rows in BSShaderTextureSet.
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