Rim Lighting warning when swapping textures. Help?

Post » Mon Nov 19, 2012 6:43 am

Uncomfortably not at my computer with the texture swap on it. I'll try to recall by memory what I've tried to do, what I've done and what's happened.

I wanted to re-skin a creature, in this case a Troll. I've followed the video tutorial (listed in the sticky) that shows the re-skinning of a chicken.

I've used FOMM to extract both the .dds and _n.dds.
I've tried both GIMP and Photoshop - both with their own dds plugins. I've exported / saved as a .dds or _n.dds as appropriate using DX3 and DX5 - not 100% sure that's right..
I've placed the files in the correct folders in the DATA folder, using the correct paths. Also took the .nif file and placed it in to the appropriate loose folder too.

When altering the skin texture in CK and picking my new .dds I get a warning. Off hand something like "problems swapping out texture, see warning file for details"

The Warning file, contains a reference to rim lighting being missing - I think.. I'll have to check when next at the right computer.

EncMyNewMonster can be placed in to cells in the CK.

It does not appear in game.

I've tried pathing the new files with NifScope to see if that did anything - other than showing the new texture in NifScope, nothing else seemed to happen. Have to point out - I know nothing about this tool, other than a few googles have shown me.

Now I'm stuck. :(

It's going to be something I've done, or not done. Hopefully it will be something simple.


Nag.


EDIT:

This is the text that appears and is also in the warning file:
TEXTURES: BASE data\Meshes\actors\troll\character assets\blacktroll.nif : Troll Cave is missing a rim lighting map
TEXTURES: Warnings were encountered during texture swap for model 'Actors\Troll\Character Assets\BlackTroll.nif'. Check warnings file for more details.

This appears when I change the texture over to my new one, in the skin texture doohicky.
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Nikki Morse
 
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Post » Mon Nov 19, 2012 4:54 pm

Which was it, the "rainbow chicken" video?

I followed that tutorial and my https://lh6.googleusercontent.com/-nZj3OWeVBl8/UFsy__rfouI/AAAAAAAAAGI/NnouXqvi1to/s1600/dweborg+dog.jpg shows up fine in game. Are you sure you didn't accidentally miss out a step? :shrug:

- Hypno
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Alex Vincent
 
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Post » Mon Nov 19, 2012 2:26 pm

Which was it, the "rainbow chicken" video?

I followed that tutorial and my https://lh6.googleusercontent.com/-nZj3OWeVBl8/UFsy__rfouI/AAAAAAAAAGI/NnouXqvi1to/s1600/dweborg+dog.jpg shows up fine in game. Are you sure you didn't accidentally miss out a step? :shrug:

- Hypno

That's the video indeed. I double checked my links etc. It's not exactly complicated though so if I missed anything then I'm a total eejit. I'll triple check though.
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Ross
 
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Post » Mon Nov 19, 2012 3:18 pm

A troll has three textures, the .dds, the _n.dds and the SK.dds (skin). Did you maybe forget to change or add the sk.dds?
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Amber Hubbard
 
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Post » Mon Nov 19, 2012 5:05 am

A troll has three textures, the .dds, the _n.dds and the SK.dds (skin). Did you maybe forget to change or add the sk.dds?

Hmm, didn't use those. Subsurface or skin dds - no idea where to set them up in the texture file though, as there isn't a troll texture set - or at least I can't find one to examine.


Nag.

EDIT: Unless you mean the .nif file? I'm not changed the ref for any other .dds files, so will still be linked to the old one. No idea how to make my own, if thats the case or what to do with it.
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Steph
 
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Post » Mon Nov 19, 2012 10:40 am

I've checked over what I've done and it seems okay. I suspect it's something I'm not doing right when creating the .dds file. Anyone know the correct save options? I was using DX3. I have got both GIMP and Photoshop plugins, so any help would be appreciated.

Nag.
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Danielle Brown
 
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Post » Mon Nov 19, 2012 1:50 pm

If the texture has no alpha channel, save as DXT1. If the texture has an alpha channel, save as DXT5. (I never use DXT3)

The easiest way to do a simple recolor of an object is to create a http://www.creationkit.com/TextureSet. Then in the CK simply point your new model to the new texture.
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luke trodden
 
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Post » Mon Nov 19, 2012 2:34 am

If the texture has no alpha channel, save as DXT1. If the texture has an alpha channel, save as DXT5. (I never use DXT3)

The easiest way to do a simple recolor of an object is to create a http://www.creationkit.com/TextureSet. Then in the CK simply point your new model to the new texture.

Thanks, I'll try using 1 and 5 and see if I still get the error / it not appearing.

Thanks to the rainbow chicken tutorial I already knew about the texture sets, but thanks anyway for the link.
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Alba Casas
 
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Post » Mon Nov 19, 2012 10:07 am

Seems to have worked. :D

As for them not appearing in game, well that was my fault, a total noob mistake.. :(
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Theodore Walling
 
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