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Texture Pink And Black


Razor444

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Pink textures, and possibly black textures, could be caused by a lack of RAM. You said you increased the texture resolution. That could explain why you might be running out of RAM. Try using normal resolution textures again.

 

2GB of RAM is really not a lot. The problem could easily be caused by having too many HD textures with that amount of RAM. RAM is different from VRAM, btw.

Edited by Rennn
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Pink textures, and possibly black textures, could be caused by a lack of RAM. You said you increased the texture resolution. That could explain why you might be running out of RAM. Try using normal resolution textures again.

 

2GB of RAM is really not a lot. The problem could easily be caused by having too many HD textures with that amount of RAM. RAM is different from VRAM, btw.

 

Rennn have not increased but lowered the textures to 1024x1024 which is the maximum for the 2 GB RAM.

Edited by Razor444
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I vaguely recall seeing something similar to this in Fallout3. It was, iirc, caused by a texture size imbalance between the Texture files and their asociated Normal maps. Check the resolutions of the texture maps and their related files suffixed with _n.

 

Why is you notice the selling mistakes/typo's just AFTER you hit the post button? (rhetorical question)

Edited by flobalob
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I vaguely recall seeing something similar to this in Fallout3. It was, iirc, caused by a texture size imbalance between the Texture files and their asociated Normal maps. Check the resolutions of the texture maps and their related files suffixed with _n.

 

Why is you notice the selling mistakes/typo's just AFTER you hit the post button? (rhetorical question)

 

There are some mods you have (for example) "shield_n.dds" now at 1024x1024, but the file "shield.dds" it is 2045x2045, then edit only to 2045x2045 or should I also edit the file "shield_n.dds" to 512x512?

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2045? I hope that's a typo as DDS files have to have resolutions to the power of 2 i.e. 2, 4, 8, 16.....512, 1024, 2048, 4096.......

 

As a general rule I would suggest that if you scale any file down by 50% then all related files should be scaled down by the same percentage.

I.e. if you scale shield.dds from 2048x2048 to 1024x1024

then also scale any file that begins with "shield_" by the same relative amount.

 

Note: The equivalent files do NOT always have the same resolution to start with, I have seen things that have a normal map (the one ending _n) with a resolution of half the texture map. I think it probably depends on exactly how the artist created the 3D model & textured it.

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2045? I hope that's a typo as DDS files have to have resolutions to the power of 2 i.e. 2, 4, 8, 16.....512, 1024, 2048, 4096.......

 

As a general rule I would suggest that if you scale any file down by 50% then all related files should be scaled down by the same percentage.

I.e. if you scale shield.dds from 2048x2048 to 1024x1024

then also scale any file that begins with "shield_" by the same relative amount.

 

Note: The equivalent files do NOT always have the same resolution to start with, I have seen things that have a normal map (the one ending _n) with a resolution of half the texture map. I think it probably depends on exactly how the artist created the 3D model & textured it.

 

Yh i wrong type 2048x2048.

 

For example, the Mod "Accingite Shields" has the file "shield.dds" to 2048x2048 instead "Shield_n.dds" is 1024x1024. And then I just edit the file "Shield.dds" because my RAM is not supported. (I have 2 GB RAM)

Edited by Razor444
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Like my Note said the resolutions of the various related files are NOT necessarily the same as each other BUT...

 

I believe that the model can scale the files but it seems to want to scale ALL of them so if Shield.dds is 2048x2048 and Shield_n.dds is 1024x1024 (in the original working version) then if you resize shield.dds to 1024x1024 you also have to scale Shield_n.dds to 512x512.

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