KennyDoyle Posted February 2, 2018 Share Posted February 2, 2018 Hey there! I'm texturing my PA Torso and have just converted them into a BGSM file and put it in the game. However the normal (and specular?) appear on the model, but the diffuse appears as a missing texture, despite working in nifscope correctly and is definitely in the BGSM file, having gone through the whole process twice to make sure. I'll keep messing around with it until it appears properly and I'll let you know if I find a fix, but any assistance to anyone who knows what might've gone wrong will be greatly appreciated. Cheers! Link to comment Share on other sites More sharing options...
KennyDoyle Posted February 2, 2018 Author Share Posted February 2, 2018 Update: I just ran the .nif to bodyslide and it does also appear that the diffuse is a missing texture Link to comment Share on other sites More sharing options...
Perraine Posted February 2, 2018 Share Posted February 2, 2018 First, in Nifskope, under 'BSLightingShaderProperty' delete any entries in the "Textureset' fields. Nifskope will happily display textures even from invalid paths if anything is in those fields, but the game will only display correct entries in the .bgsm file. Second, what program/s are you using to create and save the textures? Try using a different program (such as Paint.net) and saving the diffuse texture as DXT 5. Link to comment Share on other sites More sharing options...
KennyDoyle Posted February 2, 2018 Author Share Posted February 2, 2018 Right, I did assume Nifskope was just displaying textures for the sake of them being there, but thank you for confirming that! I'm using substance painter to texture the model, then taking them to GIMP and converting the exported images from png to dds using an add on. There are a bunch of sub-options but I read for the diffuse to use a certain option, but I'll try paint.net under your suggestion to see what happens. Cheers! Link to comment Share on other sites More sharing options...
Perraine Posted February 3, 2018 Share Posted February 3, 2018 Fallout 4 uses a different .dds compression for the Normal Maps, and Specular Maps, so for those you need the plugin, but for the Diffuse Map, you can use even basic DXT1 compression (if there is no alpha blending.) Link to comment Share on other sites More sharing options...
jkruse05 Posted February 3, 2018 Share Posted February 3, 2018 In GIMP I've been using DXT5 for Diffuse and Normals, 3Dc for Speculars. You could also use 3Dc for Normals. I've seen conflicting reports about what kind of color map the speculars should have, so just go with what works for you. Also make sure that all your textures are a standard square resolution. 512x512, 1024x1024, 2048x2048, etc. It sounds obvious, but double check, I've had some textures in GIMP get thrown off by a few pixels when I flattened all the layers. Link to comment Share on other sites More sharing options...
VIitS Posted February 4, 2018 Share Posted February 4, 2018 One thing you need to keep an eye on is the material path. Nifskope will show the material if the path is right, but if there is a trailing space (and possibly a trailing \, don't remember), the game will ignore it. Link to comment Share on other sites More sharing options...
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