Pax1138 Posted January 30, 2009 Share Posted January 30, 2009 Is there some kind of default glow color that's set in the NIF file itself? Because I'm trying to make a new kind of creature that's Nuka Cola Quantum infected like the NukaLurk, but though I've gotten everything else working, it thing is glowing bright red instead of blue. The skin has been blue recolored, the glow map has been blue recolored (though that isn't as relevant, as I understand it), and it's all the right colors when I blank out the glow map (though, of course, it doesn't glow). The only thing I can figure from a scattering of clues on the Oblivion Editing Wiki is that there's some kind of default Emissive Color that's set in the NIF itself, but when I DLed NifSkope and tried to check, the damn thing crashed everytime I tried to load a model (any model!). I have come to the end of my ability to think of new solutions to this problem. Does anyone know anything that can solve this conundrum? -Pax Link to comment Share on other sites More sharing options...
Baelkin Posted January 31, 2009 Share Posted January 31, 2009 If you are modding an already existing model, it could be that the emissive color is set to red on the mesh, which could be the cause of the red glow - but since your NifSkope crashes, I don't really know a way to check this (other than getting NifSkope to work). The odd thing is that the default emissive color, if any, usually is pure white and the color normally controlled by the glow map texture and not the emissive color itself. I haven't come across a Fallout 3 model with a different emissive color than white though, however I've far from checked out all the meshes so there could be an anomaly here and there. Sorry I can't be of any more help, but it'd rule out a lot of issues if you could get NifSkope going so the details of the mesh could be examined for oddities. :unsure: Link to comment Share on other sites More sharing options...
Pax1138 Posted January 31, 2009 Author Share Posted January 31, 2009 Thanks for the response - it's good to know it's what I suspected, even if I don't have a way to fix it. As for getting NifSkope to work, does anyone have any advice on that front? I downloaded what seemed to be the correct version (windows version 1.0.18, which seemed to be the newest one), set up my texture direct as some tutorial somewhere advised, but when I try to load a model, it opens a message box filled with what seem to be lots of error messages like "device position incorrect after block number 80", "array Bones much too large", "invalid array size for array" "Bone List", and similar, and then it crashes aftera minute or so. Does this problem sound familiar to anyone? Do I have the wrong version? Is there some plugin that I have to add to work with Fallout 3 stuffs? Am I just retarded? -Pax Link to comment Share on other sites More sharing options...
Pax1138 Posted January 31, 2009 Author Share Posted January 31, 2009 Ah ha, victory! Turns out NifSkope DID work, it just didn't work with that particular Nif or the one other I tested it with (which was a gun mod I downloaded - it just happened to be in there with my meshes, so sue me). The real culprit was that I'd used JOG's Texture Replacer to change the creature's textures, and it had apparently both set the emissive color to red AND screwed up the Nif such that Nifskope wouldn't load it. Starting from a fresh copy of the critter, however, and I was able to use NifSkope to switch out the texture and have it working in game in an embarassingly short amount of time. Don't you hate it when you spend all day trying to fix a problem you created yourself in the first 10 minutes? Oh well, thanks for the help, Baelkin, at least it put me back on the problem. Case closed! -Pax Link to comment Share on other sites More sharing options...
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