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Custom bumpmaps won't show


Lurven

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I didn't like how the default madness claymore and longsword looked so I reskinned them. I reskinned them in chrome but since the bumpmap won't work and the alpha channel in the bumpmap is the reflection map the chrome won't show either which ends up with my reskins looking like crap.

My ArchiveInvalidation.txt is located in oblivion's root directory and this is what it contains:

textures/weapons/madness/claymore.dds

textures/weapons/madness/claymore_g.dds

textures/weapons/madness/claymore_n.dds

textures/weapons/madness/longsword.dds

textures/weapons/madness/longsword_g.dds

textures/weapons/madness/longsword_n.dds

 

 

I don't know what I am doing wrong but some help would be appreciated.

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It is a known fact that ArchiveInvalidation.txt is buggy and not the preferred solution regarding mesh and texture replacers.

 

I use Oblivion Mod Manager (OBMM) for the BSA Redirection method.

 

More detailed information can be found in Oblivion Mods FAQ

 

Another option is to make the item "unique" rather than being a replacer to avoid the archive invalidation issue completely.

 

Tutorial: How To Create New Re-Textured Items

 

LHammonds

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It is a known fact that ArchiveInvalidation.txt is buggy and not the preferred solution regarding mesh and texture replacers.

 

I use Oblivion Mod Manager (OBMM) for the BSA Redirection method.

 

More detailed information can be found in Oblivion Mods FAQ

 

Another option is to make the item "unique" rather than being a replacer to avoid the archive invalidation issue completely.

 

Tutorial: How To Create New Re-Textured Items

 

LHammonds

Thank you for your help but nothing seems to be working for me. I tried BSA-alteration and BSA-redirection with OBMM. I also tried to use the "ArchiveInvalidation Invalidated!" but nothing seems to work. This is pissing me off and I don't know why it is not working. I know how to create new items but I cannot be bothered to do that for everything I reskin. I preferly just want the default items edited.

It doesn't say how to do BSA-extraction in the link you linked me for some reason, it just says what it is.

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It is a known fact that ArchiveInvalidation.txt is buggy and not the preferred solution regarding mesh and texture replacers.

 

I use Oblivion Mod Manager (OBMM) for the BSA Redirection method.

 

More detailed information can be found in Oblivion Mods FAQ

 

Another option is to make the item "unique" rather than being a replacer to avoid the archive invalidation issue completely.

 

Tutorial: How To Create New Re-Textured Items

 

LHammonds

Thank you for your help but nothing seems to be working for me. I tried BSA-alteration and BSA-redirection with OBMM. I also tried to use the "ArchiveInvalidation Invalidated!" but nothing seems to work. This is pissing me off and I don't know why it is not working. I know how to create new items but I cannot be bothered to do that for everything I reskin. I preferly just want the default items edited.

It doesn't say how to do BSA-extraction in the link you linked me for some reason, it just says what it is.

 

It's in the linked "Oblivion Mods FAQ" LHammonds gave:

 

* Resource Files and BSAs

 

Both BSA Commander and Oblivion Mod Manager allow you to browse/unpack/create BSA files.

 

The TES4Files utility will automatically gather up all the resources (textures, meshes, etc.) used by your mod and package them up for distribution. It can also create a BSA file for your mod.

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It is a known fact that ArchiveInvalidation.txt is buggy and not the preferred solution regarding mesh and texture replacers.

 

I use Oblivion Mod Manager (OBMM) for the BSA Redirection method.

 

More detailed information can be found in Oblivion Mods FAQ

 

Another option is to make the item "unique" rather than being a replacer to avoid the archive invalidation issue completely.

 

Tutorial: How To Create New Re-Textured Items

 

LHammonds

Thank you for your help but nothing seems to be working for me. I tried BSA-alteration and BSA-redirection with OBMM. I also tried to use the "ArchiveInvalidation Invalidated!" but nothing seems to work. This is pissing me off and I don't know why it is not working. I know how to create new items but I cannot be bothered to do that for everything I reskin. I preferly just want the default items edited.

It doesn't say how to do BSA-extraction in the link you linked me for some reason, it just says what it is.

 

It's in the linked "Oblivion Mods FAQ" LHammonds gave:

 

* Resource Files and BSAs

 

Both BSA Commander and Oblivion Mod Manager allow you to browse/unpack/create BSA files.

 

The TES4Files utility will automatically gather up all the resources (textures, meshes, etc.) used by your mod and package them up for distribution. It can also create a BSA file for your mod.

I couldn't find any "TES4Files utility" but I got an other idea. Custom meshes seem to replace just fine, so how about if I change the texture path in the .nif? I tried to do it with notepad++ but that didn't work very well, crashed the game when I equipped it but it is evidence that custom meshes that replace default content works for me at least. So what tool do I need to change the texture path in the nif? If needed I got 3dsmax 8 with the nif plugin.

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Use NifSkope.

 

Here is a tutorial that should give you a good idea on how to update texture paths.

Thank you for your help but.. I changed the texture path but my bumpmap is still not working, at least the reflection map is not showing, kinda of hard to tell if there is a bumpmap there or not. It seems like the madness claymore is not using it or something, can this be so? Oh well I have wasted many hours in this problem and I think I will just have to give up soon. Here are the files if anybody got time to check what's wrong.

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Did you take a look at it yet? I'm just reminding you if you forgot about it. I appreciate your help, I truly do.
I started to but got distracted and had to stop before I had an answer.

 

I looked at the NIF structure and it seemed correct (did not find anything obvious). The material color settings looked odd but would not cause the issue you described.

 

I looked at the DDS files, converted them to PSD, checked the layers, re-converted back to DDS. Didn't see any problems.

 

I created a plugin, placed it in-game. I loaded up the weapon and it looked a bit odd. I was about to investigate some more but that is when the family called me away.

 

Basically, if the normal map did not work, you would either get an in-game crash (mine does anytime the _n.dds file does not exist) or I would suspect that the texture would not reflect light.

 

LHammonds

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