y7h Posted January 21, 2009 Share Posted January 21, 2009 Hm... Can anyone tell me, what i'm doing wrong? I'm just learning to create new objects by copying models from Fallout 3 and retexturing them. But there's some trouble... That's how the doors I tried to retexture look in the GECK:http://img525.imageshack.us/img525/7470/doors2em5.jpg And in the game all the models look like this:http://img520.imageshack.us/img520/7364/screendz6.jpg What could be a problem in?I've already corrected the paths in NifSkope. Link to comment Share on other sites More sharing options...
Baelkin Posted January 21, 2009 Share Posted January 21, 2009 Are they texture replacements? If so, if you haven't altered your Fallout.ini (as is stated numerous places and in most mod read-me's) make sure to do so and add the path to the file you are overriding to your ArchiveInvalidation.txt. Alternately, if you want to keep this as much in the GECK as possible, you can try using the Texture Sets to make the door use a different texture. I'm not a 100% sure of how to make this work proper, but so far I've figured out a way to assign a different texture without having to hardcode it into a .nif file: First make a copy of the base door you want to change the texture on and rename it to your liking. Then navigate to the Miscellaneous tree and find the Texture Set subentry and create a new texture set that you can easily find. Edit this new entry and, with the relevant entry (ie. diffuse, normal etc.), select the texture file you want to use for the corresponding slot. The selected texture should now show up in the preview window on the right. Once done, close the texture set screen and save the changes. Return to your newly made object, and, while in the model preview screen (ie. where you can assign a different model to the object), double click an entry in the alternate textures box and pick the Texture Set entry you just made. If done correctly, it should now switch out the texture of the corresponding part on the model with that of the texture file referenced in the Texture Set. Mind I have never gotten this described method to look good, but that's due to me not understanding how the GECK works completely rather than an inadequacy of the GECK itself. Link to comment Share on other sites More sharing options...
y7h Posted January 21, 2009 Author Share Posted January 21, 2009 Thanks a lot) It's much easier to make my mod a bit more systematized using this way of storing textures) But it didn't solve my problem( And I've added everything to ArchiveInvalidation.txt... But it makes nothing( And I didn't just replace the textures. I renamed the models, put them into correct folders and changed the paths.) Link to comment Share on other sites More sharing options...
Baelkin Posted January 21, 2009 Share Posted January 21, 2009 Thanks a lot) It's much easier to make my mod a bit more systematized using this way of storing textures) But it didn't solve my problem( And I've added everything to ArchiveInvalidation.txt... But it makes nothing( And I didn't just replace the textures. I renamed the models, put them into correct folders and changed the paths.) I'm at a loss as to what what could be wrong then. :s It looks a lot like the game behaves when not having the invalidation flag set to 1 in the .ini and texture modes are used, but if you've already done that and everything else is working fine, then it has to be something else entirely but I have no idea what it could be. Maybe some of the guys from the Sin City project knows what's wrong - I think they've got some custom doors working in their mod, so they might be able to explain what's wrong. Link to comment Share on other sites More sharing options...
y7h Posted January 21, 2009 Author Share Posted January 21, 2009 aaargh))) i was too stupid) i thought that using validator was enough. When I changed that in Fallout.ini everything began working properly.) my biggest thanks) *gone to make all that interios* Link to comment Share on other sites More sharing options...
Baelkin Posted January 21, 2009 Share Posted January 21, 2009 aaargh))) i was too stupid) i thought that using validator was enough. When I changed that in Fallout.ini everything began working properly.) my biggest thanks) *gone to make all that interios* :stupid: :whistling: :P :thumbsup: Glad you figured it out. A lot of people forget to do that and despite being a pretty simple thing, however it means the world between your custom texture showing up crappy and actually working. Link to comment Share on other sites More sharing options...
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