jkruse05 Posted August 2, 2017 Share Posted August 2, 2017 Currently working on a set of meshes recreating the alchemy tools from Oblivion, for a friend's herbalism mod. I have things generally working, but ran into this I have no idea what is causing those texture errors. The normals are facing the right way, I have edge-split applied to smooth things out, and it is properly unwrapped. It is not showing properly in the CK right now, but I think that's just an issue with texture compression format that I seem to get with every single model I make. Any ideas about fixing those faces would be more than welcome, I'll figure out the textures eventually, unless someone can tell me EXACTLY what compression to use in GIMP's .dds plugin for each texture layer. Link to comment Share on other sites More sharing options...
JagMaker Posted August 3, 2017 Share Posted August 3, 2017 use dxt3 or dxt5 or bc3 (because of alpha-channel support) + mipmaps 1, also add some.bgsm or use material of some vanilla object. btw, if u'l convert n_map with dxt1 - it will get "oily" effect and this bottle will bleak like hell ) Link to comment Share on other sites More sharing options...
jkruse05 Posted August 3, 2017 Author Share Posted August 3, 2017 Huh, I've been using dtx3 and 5, might have to try bc3 instead. Already have the material set up, what I really need to fix is the triangle shadow errors around the top. Link to comment Share on other sites More sharing options...
pilgramFollower12 Posted October 6, 2019 Share Posted October 6, 2019 use dxt3 or dxt5 or bc3 (because of alpha-channel support) + mipmaps 1, also add some.bgsm or use material of some vanilla object. btw, if u'l convert n_map with dxt1 - it will get "oily" effect and this bottle will bleak like hell )what does any of that mean. my weapon in game has it texture but for some dumb reason i go near a light sort and it goes wild Link to comment Share on other sites More sharing options...
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