hutch444 Posted July 28, 2014 Posted July 28, 2014 I've been having trouble with a mesh. I'm trying to edit the Apex Werewolf model by deleting that god awful beard, but once I export it to my data folder and try to load it in game the fur doesn't show, nor does any of the other textures like the eyes or anything. It's just like a gigantic black naked mess. Help!
b3lisario Posted July 28, 2014 Posted July 28, 2014 Open in Nifskope the original mesh and yours. Compare each node until you find the difference.
moneta321 Posted July 30, 2014 Posted July 30, 2014 I've been having trouble with a mesh. I'm trying to edit the Apex Werewolf model by deleting that god awful beard, but once I export it to my data folder and try to load it in game the fur doesn't show, nor does any of the other textures like the eyes or anything. It's just like a gigantic black naked mess. Help! Hello hutch, Please check your NiTriShape / BSLightingShaderProperty / BSShaderTextureSet / textures list. 3DS max plugin likes to screw that stuff sometimes.
WhippinGirl Posted July 31, 2014 Posted July 31, 2014 Make sure you use a niftools shader in your material editor. They work pretty well, except for a few tweaks in nifskope. Highlight the BSLightingShaderProperty for each NiTriShape and make sure: Alpha is 1 UV Scale is 1 x 1 Emissive Multiple is 1 Glossiness is >0 (but I think this just affects the PS3 - not sure) Remove any Material nodes that Niftools added. Also, make sure your texture files are DDS with mipmaps. There should be one texture and one normal map, with the naming convention filename.dds and filename_n.dds. Like moneta321 said, check the textures list and make sure the paths are right. It should be a relative path that looks something like "textures\myModFolder\myTexture.dds". It shouldn't have any drive letters like "c:\" or anything. I hope that helps!
Guest Posted August 1, 2014 Posted August 1, 2014 3DS' .nif plugin likes to screw up the BSLightingShaderProperty, just delete the ones from your mesh and copy over the ones from the original. Oh and don't forget to set the "BS Num UV Sets" value under NiTriShapeData to 4097 and update Tangent Space on the mesh parts, otherwise the normal maps won't work.
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