SwampyB Posted February 19, 2021 Share Posted February 19, 2021 (edited) So, I'm trying to import some assets I've been creating for one of my mods, but I can't seem to get a test cube to import into the Creation Kit quite right. I've been given a few suggestions as to what the issue could potentially be, but I can't find any kind of guide to solve those problems because I'm a complete novice who's never done this before. So, I'm going to give a brief overview of what I've done so far, and what I've done to try to fix the issue; hopefully it'll be enough to find where things went wrong. To make the file, I opened up blender, imported a random texture I had laying around, unwrapped the object and let the uv mapping do the rest. I do the same with a sample normal map that is just a bit of noise generated in GIMP, translated into a normal map. I set the options and settings found in the Arcane University guide for exporting in Blender 2.7+ and 2.8+, as I'm using Blender 2.9, and I have to kind of pick and choose what's applicable from either guide. Next, I open the file in NifScope, and using a different mod's custom mesh that I know imports properly, textures and all, I add the data that the nif plugin for Blender didn't add. In my case, the BSXFlag was missing, so I added that with a value of 130, and a few of the shader options in the BSLightingShader property weren't set, so I set those. It also fails to set the Has_Tangents flag in the NiTriShapeData node, so I add that flag as well. Not sure if it makes a difference, but even when I set the root node in Blender to be a BSFadeNode, it still makes the root an NiNode, so I translate that as well. Next, I use ChunkMerge on a second cube mesh (exported with the same name as my test cube with an _c afterward) to add collision to the mesh. After that, I open it again in NifScope to verify that the material was added. At this point is where I think that I have everything "correct" but it just doesn't seem to want to render the texture on my object. So, I tried a few things to fix this based on some advice I got. Someone said that the normals were messed up, so I went to the NiTriShapeData's Normals property in NifScope, and did mesh > face normals, but it didn't seem to do anything, even after I went to Spells > Batch > Add Tangent Spaces and Update, as well as Spells > Batch > Update All Tangent Spaces. I did both just in case, but it didn't seem to fix the issue. I heard it suggested in multiple places that you might have to edit the normals "manually" but I can't find a guide for it anywhere to understand what this means, or how to actually change the normals. There doesn't seem to be a way to do it in NifScope, and I don't even know if you can find this option in Blender, so I'm lost on how to proceed on this tip. Another person suggested that I could have lost my UV mapping somewhere along the way, but the texture at least showed up in NifScope when I did it before without changing any of the flags or adding data. So that would mean that chunkmerge or some of the other things I used wiped the uv mapping at some point, but I'm leaning more towards the normals issue if I had to guess which it is. The problems then were that I was getting strange Construction Kit errors and distorted textures. Now, I get no errors, but also no textures. I made sure to attach the test cube I've been working on, with the textures I was using; hopefully someone will be able to see the issue because I'm far too much of a novice to know what to look for in the first place. I feel like I'm about.... 1 step away from everything coming together, but I can't quite see what I'm missing. :/EDIT: Looks like it didn't take when I attached them earlier, so here's a link to the folder that I tried to post: https://www21.zippyshare.com/v/p8MyR3Mr/file.html Edited February 19, 2021 by SwampyB Link to comment Share on other sites More sharing options...
Hanaisse Posted February 19, 2021 Share Posted February 19, 2021 You haven't actually linked to any download folder, you just posted the main website. Link to comment Share on other sites More sharing options...
SwampyB Posted February 19, 2021 Author Share Posted February 19, 2021 You haven't actually linked to any download folder, you just posted the main website.whoops. I fixed the link. I'm making all kinds of mistakes with this file upload, haha. Link to comment Share on other sites More sharing options...
Hanaisse Posted February 19, 2021 Share Posted February 19, 2021 Yes, there are a few things wrong with it simply because there is no direct flow-thru process from newer Blender versions to Skyrim. The guide at Arcane University is perfect for 2.7+, it - will not work - with 2.9 as Blender drastically changed the internal interface and the people updating the Blender addon are having a hard time keeping up. If you want to use 2.9 I suggest exporting everything as .obj files and importing into NifSkope to finish.To fix the mesh;- remove the 2nd NiTriShape (right click > Block > Remove Branch)- for some reason your BSFadeNode isn't the 0 branch, the BSXflags is (use Spells > Sanitize > Reorder Blocks)- in BSLightingShaderProperty, UV Scale should be X = 1, Y = 1 always- in BSLightingShaderProperty, Texture Clamp Mode should be Wrap_S_Wrap_T always- in NiTriShapeData, remove the Material CRC, Skyrim doesn't use that (set to 0)- in NiTriShapeData, probably want to set Has Vertex Colors to No and remove Shader Flag 2 Vertex_Colors in the BSLightingShaderProperty - having all white vertex colors serves no purposeAs for the textures, both the diffuse and the normal have white Alpha channels they don't need and are an incorrect format;- resave as DXT1 - no alpha- make sure to generate MipMapsThe overall look of the cube still comes off a little bright, simply remove the Specular flag in Shader Flags 1 in the BSLightingShaderProperty if you want.This will at least get you a working nif. Link to comment Share on other sites More sharing options...
SwampyB Posted February 20, 2021 Author Share Posted February 20, 2021 (edited) As for the textures, both the diffuse and the normal have white Alpha channels they don't need and are an incorrect format;- resave as DXT1 - no alpha- make sure to generate MipMaps The overall look of the cube still comes off a little bright, simply remove the Specular flag in Shader Flags 1 in the BSLightingShaderProperty if you want. This will at least get you a working nif.Thanks. You've been a real help. But the part with the textures kind of confuses me a little. Is DXT1 a file extension? My editor doesn't seem to recognize it or just DXT (I probably need a plugin for it). I just wanted to make sure it wasn't a naming convention that Skyrim was expecting. Though, I'm not 100% sure on how to generate MipMaps. I did a little research on what they were, but haven't heard them mentioned up to this point. Saying "generate" to me implies that there's a tool for this kind of thing, but I'm not sure if I have any capable of that. But, then again, I didn't know that NifScope could reorder the blocks in the correct order, so I'm sure there's many things I don't understand about the tools I'm using. My visual editor that I'm using for textures is GIMP, and as said above, my 3D editor is Blender; not sure if that makes a difference past the Blender 2.9 completely changing the entire workflow. :/ EDIT: I just messed around and removing the alpha channel was all that I needed to get it working, but a MipMap is probably advisable because I've heard that things can get nasty without them. Edited February 21, 2021 by SwampyB Link to comment Share on other sites More sharing options...
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