TheseusAlexander Posted July 12, 2020 Share Posted July 12, 2020 (edited) Hey, Hoping someone could help me out with an issue that has come up after generating precombine and previs for an interior cell. Everything appears as it should in the CK, but in game the textures seem to change to a custom material swap that I'm not actually using. It comes from a potted fern created by Elianora, that I swapped the texture on. I could understand why it might happen for those pots, but why is it affecting the walls?! Essentially I swapped the texture of the pots for that of the walls, but if anything, I would everything to default to the original texture. So why have the walls picked up the red texture? Is there some way I can revert the process to before I generated all of the precombine and previs data? Unfortunately my backup is not as recent as I would like. Any help would be greatly appreciated. For context, this is what is going on: Everything as it should be in the CK. Edited July 12, 2020 by TheseusAlexander Link to comment Share on other sites More sharing options...
TheseusAlexander Posted July 12, 2020 Author Share Posted July 12, 2020 (edited) And this is what happens in game: SOLVED?: So I may have inadvertently answered my own question. Due to the meshes being combined, for whatever reason, the game had established the pot texture as the default texture for that group. As most of the work on this mod had been done a long time ago and I couldn't remember how I had done some of the material swaps, I reworked the material swaps the "proper way" for the pots and regenerated the necessary data, which fixed the problems I was having in game. Consequently, if you place an object in the CK and change its associated material before converting it to a static object, the CK will create a CustomMaterialSwapxxxxxx for that object, which appears fine until you generate the PreCombine and PreVis data, which seems to break this in game, and it turned out that I had created a couple of objects like this. At least, this is my conclusion. To fix it, I recreated the material swaps by duplicating the aforementioned CustomMaterialSwapxxxxxx entries and reapplied them to the appropriate static objects. It all seems to work in game, but who can say? Cheers. Edited July 12, 2020 by TheseusAlexander Link to comment Share on other sites More sharing options...
ArdaxT Posted July 12, 2020 Share Posted July 12, 2020 Yeah, this is a known issue with material swaps. Swaps on the base record don't show up in precombines, you have to do it on the placed object. There's more discussion about it in the performance megathread. Link to comment Share on other sites More sharing options...
TheseusAlexander Posted July 13, 2020 Author Share Posted July 13, 2020 Ah okay, thanks. Must have missed that - there's a lot of info in there. Still, this might demonstrate a nice example of the specific issue. Link to comment Share on other sites More sharing options...
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