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Assert: Render pass is being registered twice


MegaKoolDude

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Hey guys, I've been trying to get my custom model into Skyrim. I exported it to .nif via 3ds, and followed many tutorials, and chose the right options. I then proceeded to nifscope to make the modifications. I don't have any normal maps, so I turned off normal maps, and I did the ShaderProperty things. But when I try to load up the model into Creation Kit, it first warns that I have no normal maps, even though I changed the Has Normals boolean to No. Then it comes up with this error:

Assert

 

File: C:\_Skyrim\Code\TESV\BSShader\BSBatchRenderer.cpp

 

Line: 1751

Render pass is being registered twice

 

Anyone have an idea what the problem could be? Thanks.

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  • 3 months later...

I have the same problem and i cant find any solution :(

 

I used the tutorial here in the nexus to convert an old oblivion nif to skyrim, everythings seems to work so far but i cant test it / cant put the model into the kit because of this error

 

So i would love to see some pro appear to tell me / us how to fix it xD

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  • 4 weeks later...
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  • 6 months later...

Sorry for bumping this incredibly old thread, but this apparently was a problem a few have encountered across the net, with very little info on how to solve. The poster above was on the right track, and I'm here now to verify that. Hopefully anyone new to nifskope and 3D modeling in general will find this post in their google searches.

 

If you added an alpha channel to your normal map(or if you added an alpha channel for any reason), you need to add the NiAlphaProperty(right click in block list > Insert > NiAlphaProperty) to the NiTriShape of your armor. Highlight NiTriShape, scroll to the bottom where it says properties, and on the second line, add the number of the NiAlphaProperty.

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  • 8 months later...

i also had the same problem but now i have fix it...here is what did you need to do
if you check all your NiTriShapeData blocks you will see you have got a double (or more) models in 1 NiTriShapeData block
simply remove the 1 model and re-create it later by copy-paste (you can also don't re-create it if you don't want to)
check again in CK and you will see it fixes!
please reply if i solute your problem!

Edited by giannis196
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  • 1 year later...

The only thng I know is that it has to do with the NiAlphaProperty whatever its called... Trying to find answer, I will report on this when I found it

 

I know that it is a old topic but I feel compelled to thank you.

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  • 1 year later...

Hello. I've also identified another problem that can cause this:

If you assign the same BSLightingShaderProperty to 2 or more different NiTriShapes, it works fine in NifSkope but triggers this error in creation kit. To get around it, just duplicate BSLightingShaderProperty and BSShaderTextureSets and set them to the same texture.

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  • 3 months later...

That actually doesn't always happen. It happens when you don't update the tangent space after converting a NIF or when you make a new NIf over an existing one. NiAlphaProperty almost never causes crashing, it's the improper use of it and using the wrong block types in NifSkope.

 

Hello. I've also identified another problem that can cause this:

If you assign the same BSLightingShaderProperty to 2 or more different NiTriShapes, it works fine in NifSkope but triggers this error in creation kit. To get around it, just duplicate BSLightingShaderProperty and BSShaderTextureSets and set them to the same texture.

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