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Texture Sets & strange purple textures


Gruffys

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I've been having some issues using alternative textures on models and was wondering if anyone come across this problem or know a solution to it. I've been trying to retexture the wolf.nif model using set textures rather than copy the whole model it and set the textures inside the nif.

 

I thought this might be an issue with my textures and so to test it I set the image paths in my set textures to exactly the same as in the .nif itself and low and behold I had exactly the same problem

Here is an image of what I'm getting: Wolf with Purple hue The wolf at the back has no set textures and the wolf at the front does.

 

Does anyone have any idea why I am getting this purple hue/tinge when using alternative textures?

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If your textures are done correctly, then your problem is with the texture's file path in the 'Texture Set'.


NOTE: When using 'Texture Sets' you can't just replace the texture you want to use, you need to fill in the 'Texture Set' all the texture file path that the mesh is using.

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I agree it does look like the diffuse and normal map are switched Hanaisse. These are the paths I'm using for the texture set https://ibb.co/ZK77PT1 as you can see they are exactly the same as are on the model. Hey Max nice to see you helping me again :D and yes I have added the texture set to both of the nodes (BlackFur and WolfBlack) on the mesh.

 

Everything looks fine when I view it in the CK. I removed my ENB and it wasn't that either, I'm really confused about why using a set wont work. I'm thinking maybe there is a shader flag or something somewhere on the mesh.

 

*Update

So I've removed all textures from the texture set apart from the diffuse to see if it was a normal map issue but nope and I'm still getting a purple tinted wolf, a very shiny purple tinted wolf.

 

I'm wondering if this is the reason so many people bundle like 7 meshes that are all the same but with different textures in their mods. I would like to get to the bottom of it though.

Edited by Gruffys
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I did a quick test, created a new texture set using the existing wolfblack textures, and applied it to a new instance of a wolf. It worked fine, so yeah, not sure why yours didn't. (Mind you, I tested in LE not SE)

 

How are you applying the new texture set to your wolf?

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You are absolutely right Hanaisse, thank you for doing a test for me. I've just created a new .esp with just a single set texture for the wolf and can confirm it worked fine. I just cant understand why it isn't working in the proper mod. I'll have to delve into some of the actor properties and see if I can resolve it some how.

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Ok so for anyone who is interested I found where the problem was.

 

As I have been using xEdit almost exclusively to build the mod when I created the armor addon references for the mesh and at textures it wasn't generating any MO2T Texture files Hashes. Apparently it needs these regardless of whether you specify a path in your Texture Set. I guess there is some things that are better done in the CK as much as I hate working with it :D

Edited by Gruffys
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