hopecandecieve Posted January 14, 2009 Share Posted January 14, 2009 Can someone tell me why items and weapons turn BRIGHT RED in GECK? I know it is because of a texture problem, but how is it solved? Like I have gone into the edit menu for the item and when I get to the texture choice list, it is like all preset... how do I add other textures to the list? Link to comment Share on other sites More sharing options...
Baelkin Posted January 15, 2009 Share Posted January 15, 2009 Can someone tell me why items and weapons turn BRIGHT RED in GECK? I know it is because of a texture problem, but how is it solved? Like I have gone into the edit menu for the item and when I get to the texture choice list, it is like all preset... how do I add other textures to the list? The reason items turn red in the GECK is because it can't find the textures files that the .nif is pointing at. This typically happens if you import a model into the GECK but haven't placed the textures in the correct place in your textures folder. To make new texture sets, simply navigate to the "Texture Set" entry in the GECK under the Misc. list and make a new one. Here you can define what diffuse, normal and other maps to use. Once saved, when you inspect your model in the GECK, you can pick this texture set by doubleclicking the textureset box and it will apply the textures to the model. Link to comment Share on other sites More sharing options...
3vilg3nius Posted June 14, 2010 Share Posted June 14, 2010 Can someone tell me why items and weapons turn BRIGHT RED in GECK? I know it is because of a texture problem, but how is it solved? Like I have gone into the edit menu for the item and when I get to the texture choice list, it is like all preset... how do I add other textures to the list? The reason items turn red in the GECK is because it can't find the textures files that the .nif is pointing at. This typically happens if you import a model into the GECK but haven't placed the textures in the correct place in your textures folder. To make new texture sets, simply navigate to the "Texture Set" entry in the GECK under the Misc. list and make a new one. Here you can define what diffuse, normal and other maps to use. Once saved, when you inspect your model in the GECK, you can pick this texture set by doubleclicking the textureset box and it will apply the textures to the model. I'm having a similar issue. The texture paths seem correct. I do get errors I can choose to ignore in GECK. Place the weapons in GECK...parts of the weapon are textured right, but the rest is shinny red in GECK...go in game and all the textures are there...and the weapon works flawlessly. I am Baffled at the moment, because I correlate the errors and it doesn't make any sense. So it tells me something along these lines; Error: etc etc..."textures\mymod folder\ m21_SOCOM.dds" not found...and it even points to the directory where it is at. But the files are there...I've checked everything as far as proper folder structure and punctuation goes, and even recreated everything three times. But I know its working because all of the textures show up in game and the weapon works flawlessly; GECK just refuses to load them...WHY!!? So irritating..does anyone know why this happens? I used the "NONE" for first person model method...and its worked on a few other weapons I've done...I didn't do anything different... Link to comment Share on other sites More sharing options...
Ghogiel Posted June 14, 2010 Share Posted June 14, 2010 Perhaps the the spaces I marked as asterix> \mymod*folder\*m21_socom.dds Link to comment Share on other sites More sharing options...
3vilg3nius Posted June 14, 2010 Share Posted June 14, 2010 Perhaps the the spaces I marked as asterix> \mymod*folder\*m21_socom.dds Sorry...I had a few typo's in there...my fault for failing to be precise, sorry :unsure: path the nif uses for the missing texture exactly "Data\textures\socom_v1\m21_socom_base.dds" The weird part is that it finds the scope, magazine, carrier bolt, etc...all the other textures that are in the same folder, but it wont load the stock/base texture...so I have a red weapon with properly rendered attachments showing up in GECK. And what's even more odd is that I placed the item in GECK, saved my mod and loaded into FO3...and the textures GECK refuses to load are there...everything works flawlessly, sounds, animations and all. No clipping either. Close GECK, reopen and load again...thinking, hey, maybe its just a fluke; but the same problem...I know since it works in game, why bother; but it's irritating having to look at those bright red hideous models while working in GECK. So what do you think? Thanks for even responding bud...kudos up front. :smile: Link to comment Share on other sites More sharing options...
3vilg3nius Posted June 14, 2010 Share Posted June 14, 2010 Problem solved. Problem had more to do with lack of sleep than anything else. I forgot to click the "Generate MIP Maps" tab in Photoshop after editing the textures. Guess I should read through the errors once in a while instead of just clicking Yes to All. hehe :yes: <Raise hand to back of head...generate quick forward velocity with hand...repeat as needed> Sorry for wasting peoples time. :whistling: Some one else is bound to run into this...hope it helps. Link to comment Share on other sites More sharing options...
Ghogiel Posted June 14, 2010 Share Posted June 14, 2010 Related bit of info-IIRC the usual symptom of missing mipmaps is that the mesh disapears when it gets further away from the camera. I think the game needs 4 mipmaps, that is waht people say, but have not tested it myself- I guess its hard coded now. I have a vague memory of- Use MipMaps was a setting in oblivion nifs files. and could be turned off for a particular object iirc, could be wrong. don't have an oblivion nif in front of me to check right this second.. However you get a crazy shimmering/sparkle effect if nothing has mipmaps.... the result of trying to display 1000pixels on 2mm of your screen. So its advisable to atleast have 4 anyway. Someone was swearing by using 6 levels. however when pressed on the issue of why,(me being an ass :D) they couldn't really explain why cept they think it looks better.but with no before and after test results... :shrug: it sounds fine to me anyway. I'm basically just doing mipmaps to all in photoshop. tbh I can't quite see the difference. I think I need a better rig and higher rez to really understand the differences. One day I will have a better pc and I'll actually do a definitive test. Link to comment Share on other sites More sharing options...
3vilg3nius Posted June 15, 2010 Share Posted June 15, 2010 Related bit of info-IIRC the usual symptom of missing mipmaps is that the mesh disapears when it gets further away from the camera. I think the game needs 4 mipmaps, that is waht people say, but have not tested it myself- I guess its hard coded now. I have a vague memory of- Use MipMaps was a setting in oblivion nifs files. and could be turned off for a particular object iirc, could be wrong. don't have an oblivion nif in front of me to check right this second.. However you get a crazy shimmering/sparkle effect if nothing has mipmaps.... the result of trying to display 1000pixels on 2mm of your screen. So its advisable to atleast have 4 anyway. Someone was swearing by using 6 levels. however when pressed on the issue of why,(me being an ass :D) they couldn't really explain why cept they think it looks better.but with no before and after test results... :shrug: it sounds fine to me anyway. I'm basically just doing mipmaps to all in photoshop. tbh I can't quite see the difference. I think I need a better rig and higher rez to really understand the differences. One day I will have a better pc and I'll actually do a definitive test. Interesting...I never really fooled around with that. Since it was a weapon up close you really cant tell when the mipmaps are missing. I didn't know that the game would fail to render them with out it at a distance.. I usually use the DXT 4 no Alpha, and on the mipmaps tab I usually select "all", so I don't know what the default would be. Interesting to find out though...boost the rez and set the mipmaps to 6 or even 8, I think it goes all the way to 10 or 12 in PS3 extended :pirate: I wonder :ermm: But as to the shimmering or sparkle effect, I didn't have that issue...when I first opened them in PS3 I didn't like the synthetic stocks and the metal parts were too metallic...so I re textured it using a worn wood texture I copied while looking at an old m1 garand. Lucked out there hehe. Time consuming as hell. Anyway...made two versions normal and hi-rez...saved them as DXT 4 no Alpha; forgot to check mipmaps...the texture worked fine, no shimmer or anything. So I guess I haven't hit that problem yet...but I fixed the issue as well. I'm really interested in what you were saying about the differences though...what other settings under DXT are compatible...I have a pretty powerful machine...I could test it out and post some screens. Little experiment if you want. Give me some instructions and I'll gladly try and attempt that experiment if you want to. I'm also really looking into figuring out how to recreate Jennifers and Sureshots weapon animations in FO3...WAY over my head....unless some one already has. :shrug: Anyway... Link to comment Share on other sites More sharing options...
x BattleHeart x Posted September 15, 2010 Share Posted September 15, 2010 Thanx for this! I forgot I didn't generate mipmaps also! Link to comment Share on other sites More sharing options...
ChrisPydtank Posted July 5, 2011 Share Posted July 5, 2011 Hello guys, I had this problem and I was just searching around for an answer to this aswell... so I mixed everybody's answers up and had a look around. So it turns out its not really possibly mipmaps since I checked myself. ITS NIFSCOPE!!! im sure... I had the vault gear door up that I made custom and it has all the textures from the proper texture file on all components except the front with the number. the front was the only unrendered (RED) object. So i looked at the shader textureset in nifscope and had a hard think. I realized my Value was the dds and dds_n was short. instead of D:\Bethesda Softworks\Fallout 3\Data\Textures\(My Mods)\Dungeons\Doors. it was "Data\Textures\(My Mods)\Dungeons\Doors" with the dds at the end of it of course. ^ [No brackets in it btw] ^ So once I put the full path which includes the drive letter etc. I canceled my edited vault gear door, copied 106 again, changed name etc and then loaded the new mesh... the whole thing was rendered... So i am still looking as to how to make nifscope give out the full path so GECK knows where it is. this is what it will technically be looking for: C:\Data\Textures\(My Mods)\Dungeons\Doors Obviously wrong. So confirm by checking your own Meshes in nifscope and check to see if the path of the textureset match exactly your path in your HDD. Link to comment Share on other sites More sharing options...
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