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Custom texture problem, I need help please...


TGxCreeperz

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So, I'm working on a mod and I wanted to make a custom texture for a weapon. I made the custom weapon, used b.a.e to extract the original textures, and used Gimp to edit them. I also used Nifskope to combine my textures and everything.

The problem is that when I go into the creation kit and choose my .nif file, and it loads in my custom texture, it appears as a missing texture, and I know because it's just pink. I went in game to see what it would look like and it was still pink. So my question is, what did I do wrong? Am I missing a step? Does it have something to do with the mipmaps thing? I am farely knew to custom textures, and I watched several videos on Fallout 3, New Vegas, and Skyrim doing this thing so I have a good idea on how to do it. I just don't know what went wrong, I even followed this: https://www.creationkit.com/index.php?title=Retexture_Tutorial did everything they said and it's still pink.

Also, I can see my texture fine in Nifskope, just not in the CK.

Edited by TGxCreeperz
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Fallout 4 meshes require you to use a material file to store all the texture and lighting information. Although Nifskope will display the textures as it did for Skyrim and FO3/NV it won't work in game ( or in the Ck) without a .bgsm material file.

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You,

 

  1. extract the .bgsm files from the Materials.ba2
  2. use, Material Editor to edit the vanilla .bgsm files or files adding your new texture paths
  3. Save as New.bgsm
  4. place the files you've just edited in Data/Materials/MyMod
  5. In nifscope you edit the meshes BSLighingShader blocks (or whatever they are really can't look it up now) and point them to your new .bgsms
  6. Save
  7. they should work in game now.
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I still can't get it to work. I got the .bgsm and edited it to point towards my new texture paths like you said, and I can still see it in Nifskope, but it's still pink in the CK. Btw, the weapon has it's .bgsm and it also has another BloodWeapon.bgsm, do I edit both? I did try that and it still is pink though so idrk.

Edited by TGxCreeperz
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Then there is most likely a problem with the .bgsm file.

 

Delete any textures listed under the "BSShaderTextureSet" fields. - If the mesh turns white, you know that their is an error in the ,bgsm file.

The .bgsm file MUST be in a sub-directory of "Fallout4\Data\Materials" - i.e "Fallout4\data\materials\mymod\mymod.bgsm"

Click the "txt" button, next to "Name" (under "Skyrim Shader Type" ) in the block list window of Nifskope. and type in the path to the material file (the path MUST start with "materials" )

 

Textures MUST be in a sub-directory of "Fallout4/Data/Textures" they cannot be anywhere else on your computer.

The paths in the .bgsm file MUST start with the first sub-directory UNDER "Textures" - i.e "Weapons\mymod\my texture.dds"

Use 'forward' slashes not backslashes, when separating the directory paths. - i.e. "Weapons/mymod/my texture.dds"

 

 

The BloodWeapon.bgsm is primarily for melee weapons which have an invisible "overlay" mesh that is for blood splatter/gore. You shouldn't need to alter that one.

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I still can't get it to work. I got the .bgsm and edited it to point towards my new texture paths like you said, and I can still see it in Nifskope, but it's still pink in the CK. Btw, the weapon has it's .bgsm and it also has another BloodWeapon.bgsm, do I edit both? I did try that and it still is pink though so idrk.

Try it in-game. I've had several meshes/material files that won't work properly in the CK, but work fine once in the game. You may need to use a dummy vanilla file in the CK, then swap it out in the actual files before running the game.

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That sounds like a missing specular texture. Either your mod doesn't have a specular texture, or your material file is pointing to the wrong file for it.

 

Regarding pink meshes in the CK that look fine in-game - make sure "OwnEmit" is enabled. It's in one of the options menus for the TriShape in Nifskope edit: see the below post.

Edited by Tukster
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