YuyaAcedia Posted March 16, 2020 Share Posted March 16, 2020 (edited) I'm trying to add a material swap to create a re-textured version of the armored coat to be used by some of my new NPCs but I have some pretty weird results (see here). What I did : - Used the original texture in Photoshop to create the new one and then proceeded to place it in the data/textures/[mymod]/armor/[myNPC] folder.- Used the original material .BGSM and changed the path of the [*]_d.dds with my custom texture.- Created a material swap in the CK that points to my custom BGSM and used it into a new ArmorAddon.- Added my ArmorAddon to my custom version of the Armored Coat. In the CK, I can see the same weird textures in my ArmorAddon in the ModelData window (when you click on "Biped Model" to change the material swap). I checked several times the path in my BGSM file and in the material swap but everything is correct. So basically, I guess that the issues comes from my textures files (.DDS). My files aren't the same size (original=5,462kB, mine= 2,731kB). When I compare the file, what I get is: [Original] Format DirectXTC Codec ID DXT5 Codec ID/Info DirectX Compressed Texture (3bit alpha channel with interpolation) Width/Height 2048x2048 pixels Stream size 5,33MiB (100%)[My file] Format DirectXTC Codec ID DXT1 Codec ID/Info DirectX Compressed Texture (1bit* alpha channel) Width/Height 2048x2048 pixels Stream size 5,33MiB (100%)Then, I have exported my texture using DXT5 codec to get the "3bit alpha channel with interpolation" mode so my files infos are now exactly the same. However, it didn't seemed to fix the issue. How can I fix it? Edited March 16, 2020 by Stowx Link to comment Share on other sites More sharing options...
Elsidia1 Posted March 18, 2020 Share Posted March 18, 2020 Without your nif, dds and material file there is hard to say whats wrong. Link to comment Share on other sites More sharing options...
icestormng Posted March 20, 2020 Share Posted March 20, 2020 Just to clarify this. Both should work. Most of the base game's diffuse textures are in DXT1 if they don't use alpha testing. DXT5 has higher quality. BC7 is the same size as DXT5 with even better quality.The game can read every DDS format for DX11. The format is not what causes the problem. Only if your compressor is broken But as Elsidia1 said, without the mesh, texture and the material files it's hard to help you. Or at least a screenshot of the problem. Link to comment Share on other sites More sharing options...
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