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Texture glitch when trying to replace materials


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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 by Stowx
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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.

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