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Nifskope to GECK


Guest endgameaddiction

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Guest endgameaddiction
Posted

Okay, for the longest time I've been wanting to do my own compilation armor collection. The reason being....

 

1. To avoid having too many armor plugins in my load order since these usually take up so much of the load order.

2. Avoid merging files all into one.

 

I do not like to have crates or boxes spread out through the landscape of the game world to find these armors. I would rather just put them all into one or two crates hidden some where so that I have easy access. Thus is good so far.

 

My problem actually seems to be with GECK? But I've stated both in the title because perhaps I'm not doing something right in nifskope as well. Manually porting over the .nifs and .dds isn't nothing new to me. I just don't get why I run into this problem with certain armors. I've set all the texture paths correctly point to the .nif in my mod. Even in nifskope, everything looks fine. Not sure what the deal is with GECK not being able to detect it.

 

Can someone tell me what's going on? If I'm missing out on something other than setting the texture paths.

 

Here's an image of what I'm talking about...

 

 

1vnu.jpg

 

 

 

 

Thank you.

Posted

Try this: In Nifscope, remove any text next to NiMaterialProperty.  Set the RGB values for Specular Color and Emissive Color to zeros.  For BSShaderPPLightingProperty the Shader Type needs to be SHADER_DEFAULT.  The Shader Flags need to be SF_Specular, SF_Skinned, SF_Remappable_Texures and SF_ZBuffer_Test.  When that is done right click the armor piece and go to Mesh and Update Tangent Space.

 

 

Guest endgameaddiction
Posted

Under NiMaterialProperty, am I to remove the text where it says Name/string?

 

As for the rest. All of that is already as is.

Posted

You shoudl try changing the texture paths in nifskope to start with \texture and not include the enire drive letter, same in your mod.

 

For example use \textures\my mod\texture.dds and not c:\fallout 3\data\textures\my mod\textures.dds, all paths should be relative to the data folder

 

Do they work in game despite the error in Geck?

Posted

Good point.  Go to Render/Settings/ and Auto Detect Game Paths.  If you have your games in a folder structure other than a default install you might have to path manually.

Guest endgameaddiction
Posted

If there is text directly to the right of the paint pallete simply delete it.

 

Also, you might want to try renaming the NiTriShapes to upperbody.

 

I don't see NitriShapes anywhere in there.

 

 

You shoudl try changing the texture paths in nifskope to start with \texture and not include the enire drive letter, same in your mod.

 

For example use \textures\my mod\texture.dds and not c:\fallout 3\data\textures\my mod\textures.dds, all paths should be relative to the data folder

 

Do they work in game despite the error in Geck?

 

I haven't tested any armor that shows missing texture like that.

 

 

Good point.  Go to Render/Settings/ and Auto Detect Game Paths.  If you have your games in a folder structure other than a default install you might have to path manually.

 

Okay, I'll try that.

Posted

NiTriShape and NiTriStrips are the same block Kendo is talking about, the strips version is when you choose to "Stripify Geometries" in Blender on export screen, I prefer to leave as shapes but thats just me. If you uncheck that along with "Stich Strips" when you export the blocks will be named NiTriShape instead of NiTriStrips in nifskope.

Guest endgameaddiction
Posted

Hmmm.... neither of those seem to have helped. I am gonna try to redirect the paths, which is gonna suck because i Have about 50 armors done and working in game. >.<

Posted

I think there is nothing seriously wrong. Open the .dds and save it generating mipmaps.

 

... or try them ingame, if they work as I think you could ignore the mipmaps

Posted

 

I think there is nothing seriously wrong. Open the .dds and save it generating mipmaps.

 

... or try them ingame, if they work as I think you could ignore the mipmaps

 

Textures show up in game without mipmaps, of course, but I would suggest to fix it.

It's just good for performances.

Posted

Hmmm.... neither of those seem to have helped. I am gonna try to redirect the paths, which is gonna suck because i Have about 50 armors done and working in game. >.<

Attach the nif so I can look at it.

Posted

Could just be a Geck oddity, but yes upload the nif and textures of the one in your screen shot. Just not enough information in that pic to tell whats going on. Does that harness mesh work in game? I have also seen some meshes pointing at TGA and TIF files instead of DDS that display in nifskope but not in game, so you could check that. Also are you overidding the textures in an esp with texture sets? because I think that makes the paths in the NIF irrevlavent.

Guest endgameaddiction
Posted

Just added the mesh into the game and equipped it. It's just GECK being stupid. No oddity going on ingame with the textures. I'll upload an image so you may see.

 

k9oc.jpg

 

Perhaps I should of thoroughly tested it before posting a topic, but I guess if others run into this issue, they have some sort of reference now.

 

If for some odd reason I run into a problem later on. I'll come back

 

 

Thanks everyone for helping out with all the suggestions offered.

Posted

Nevermind. Ignore this post.

How could I have missed all those responses to the question?

Answer: Damn Android.

 

Hi,

Maybe I can help.

You need to add any new textures you have made, or recombined for a mesh, to the TEXTURE SET (TXST) category of your new ESP. via the GECK.

Add the new meshes and textures into their respective folders; which you have done.

Start up the GECK, making your ESP. the active file; which you have done.

Peruse the menu on the left hand side, look for Miscellaneous, Texture Set. Click.

On the big list on the right hand side, Right Click for Add New Texture.

Now you can add the dds., _n.dds., etc. and create a new texture entry which the GECK will recognize, and allow you to use.

Hope this was useful.

Guest endgameaddiction
Posted

Oh I see, I get exactly what you mean.

 

I'll try that once I have time. Thanks for the info.

Posted

Just added the mesh into the game and equipped it. It's just GECK being stupid. No oddity going on ingame with the textures. I'll upload an image so you may see.

 

 

Just do not make a habit of that, it's not the Geck being "crazy", it checks for mipmaps.

In case of few outfits could not be a big deal, but in case of outfits worn by many npc or other things, I suggest you to not ignore mipmaps, they are there for the sole purpose to improve the game, not the opposite. It's just good for performances and your gpu.

 

 

 

Attach the nif so I can look at it.

Kendo, what are you doing here?! :angry: Leave these little problems to us and go work on the mods! ;-)

 

 

Guest carywinton
Posted

Yes those odd "red" texture issues are very common in the GECK, for some odd reason the GECK is unable to render certain textures properly so it just defaults to the red. I have run into this quite a bit with a mod I am trying to fix that has over 100 armor pieces in it and it's very aggravating until you know this is what is going on. Great topic here, this is yet another in the line of topics I like to see on LL and why I came here to begin with.

 

Having Kendo grace this topic with is presence is also a welcome sight, good to see you my friend! :cool:

Posted

@carywinton

 

I was curious if any of your "pink" textures have something in common that the Geck does not like, along the lines of what Victoria K is saying about them missing mipmaps or if they are some odd resolution?

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