Hoamaii Posted July 26, 2017 Share Posted July 26, 2017 Hi guys, I created a sort of custom .nif using 3 stacked Vanilla items - 3 meshes in 1 nif - and made two versions of them: in Version 1, I imported the collision object from a MiscItem - in version 2, I imported the collision object from a furniture. Basically, Version 1 will bounce all over the place in game, Version 2 can be used for static or furniture. Same meshes, same texture paths, same bgsm, same Wet Material paths, just different collision objects and consequently different BSX flags. Both render fine in Nifskope, fine in the CK. But here the crazy thing: version 1 (non static) shows all textures in game, Version 2 (static or furniture) ALWAYS misses one texture in game. Just to double-check, I used them both as furniture models, same issue: the one with a static collision misses a texture in game, the one which bounces all over the place loads all textures perfectly... I just can't figure out how the hell the collision object could affect textures!.. Any idea?.. Many thanks in advance! Link to comment Share on other sites More sharing options...
MicheleMagus Posted July 26, 2017 Share Posted July 26, 2017 Check the texture paths in those NIF files and be sure they are correct.This has been the only condition where I tended to run into this problem, other than the textures not being installed. Link to comment Share on other sites More sharing options...
Hoamaii Posted July 26, 2017 Author Share Posted July 26, 2017 Well that's what driving me nuts, I've checked and rechecked every path, they're exactly the same in both versions... :wallbash: Also, they're both using Vanilla textures, not even custom ones. Link to comment Share on other sites More sharing options...
Hoamaii Posted July 26, 2017 Author Share Posted July 26, 2017 OK - found the issue and fixed it. I figured it out by redoing the process backwards entirely: importing my meshes into the static .nif from which I wanted to wanted to borrow the collision object. Textures paths and bsgm were fine, the issue was in the NiNode flag: when importing my meshes into the static .nif of which I wanted to use the collision object, it of course kept the original NiNode flag. But the mesh which wouldn't render in game was a BSmeshLODtrishape - once I edited the NiNode flag (in the header) and ticked "Bit 12: MeshLOD", the new .nif rendered properly in game. Learnt something I didn't know about these flags... :sweat: Link to comment Share on other sites More sharing options...
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