TGxCreeperz Posted March 12, 2017 Share Posted March 12, 2017 (edited) 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 March 12, 2017 by TGxCreeperz Link to comment Share on other sites More sharing options...
Perraine Posted March 12, 2017 Share Posted March 12, 2017 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. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 12, 2017 Author Share Posted March 12, 2017 How do I get the .bgsm file? Do I extract it from one of the ba2 files? And then what... how do I get it to use that, do I do something in Nifskope? Link to comment Share on other sites More sharing options...
chucksteel Posted March 13, 2017 Share Posted March 13, 2017 You, extract the .bgsm files from the Materials.ba2 use, Material Editor to edit the vanilla .bgsm files or files adding your new texture paths Save as New.bgsm place the files you've just edited in Data/Materials/MyMod 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 Save they should work in game now. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 13, 2017 Author Share Posted March 13, 2017 (edited) 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 March 13, 2017 by TGxCreeperz Link to comment Share on other sites More sharing options...
Perraine Posted March 13, 2017 Share Posted March 13, 2017 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. Link to comment Share on other sites More sharing options...
jkruse05 Posted March 14, 2017 Share Posted March 14, 2017 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. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 14, 2017 Author Share Posted March 14, 2017 (edited) Okay! I got it working in CK and in game. New problem though! It's... shiny... very very like glossy looking, why? Looks like it's been covered in oil, like in Vaseline or something lol Edited March 14, 2017 by TGxCreeperz Link to comment Share on other sites More sharing options...
Slostenn Posted March 14, 2017 Share Posted March 14, 2017 (edited) 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 March 14, 2017 by Tukster Link to comment Share on other sites More sharing options...
chucksteel Posted March 14, 2017 Share Posted March 14, 2017 It's in Shader flag 1 of the BSLightingShader Block. (The one you add the .bgsm info to) Link to comment Share on other sites More sharing options...
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