The GECK doesn't like my re-textured banner

Post » Sat May 28, 2011 7:05 am

Okay so I made a re-texture of the BoS Banner with that of my own logo for my upcoming (and soon to be released hopefully) mod. It loads in the GECK just fine with no problems. It's basically just the original banner with a new texture set on it. However when I load my cell up in game the banner is nowhere to be seen. And afterwards when I load up the GECK I get http://img522.imageshack.us/img522/7368/zlbannerwontwork.jpg twice (for the two instances of the banner I had placed). Does anyone know what might be causing this? Does stuff like this happen to other people as well?
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Harry-James Payne
 
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Post » Sat May 28, 2011 6:27 pm

The file you edited is missing. "Master file is missing" tells me you didn't add the custom banner in correctly, or your going off something that isn't even in Fallout NV, i.e. Fallout 3.

So try setting up the correct file structure in your data folder, make sure GECK is pointed in the correct direction.

Edit: Use that number it gave you to your advantage, to me it looks like a Ref ID for the object. Seems it was there, you added it, now its gone somehow, or you changed the Id on the object.
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Brittany Abner
 
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Post » Sat May 28, 2011 4:31 pm

Well I tried renaming the actual mesh file and using that instead of referencing the one already in the master file. Not only did it still not appear in game, but it disappears in the object palette too. And that number did correspond to my object ID yes.
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Sherry Speakman
 
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Post » Sat May 28, 2011 1:14 pm

I am going to guess here, I really don't know what is going on and I think this may be a slightly different problem than you're having.

If the banner is an animated object the animations have to be present for the object to be seen in the game.

If the banner has a different name then the animations aren't recognized (or found?) by the game (because of naming?) so the game just won't draw the banner.

The banner (the mesh) can not be a 'Static' object if it (the mesh) is intended to be animated.

I tried to create little models of animals and insects in the game and while they showed up in the GECK they would not draw in the game. I think the problem was that the mesh that's already in the game is animated and that mesh can not be used for a 'Static' model. Why? I don't know. I don't know enough about animation to know how to turn off the animation so I can use the existing models without animation.

Could you just use a 'Texture Set' to change the texture?
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sam smith
 
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Post » Sat May 28, 2011 12:17 pm

You point GECK in the direction of the nif, it also needs to know where the dds file is, you need BOTH files, nif in its own mesh directory, and dds in its own texture directory, if your missing one or the other, its not going to be usable, period. The error gives the ID so you know to check that file, thats the specific file that's giving you issues, I can gaurentee your missing a file or messed up one of the settings. Nothing to do with animations.

Edit: Technically, you need 3 files, the Banner.dds Banner.nif and Banner_n.nif, you point geck in the direction of the dds, and i think the nif at the dds.

Look up custom object tutorials.
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CYCO JO-NATE
 
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Post » Sat May 28, 2011 8:56 am

I tried to google custom object tutorials with no avail. I tried just doing a texture set from the beginning but that didn't work.

So I decided to scrap using the banner in favor of a poster. Well it seems that doesn't work either. I made my own files, ZLACRPosterClean.nif, ZLACRPosterDirty.nif, ZLACRPoster.dds, and ZLACRPoster_n.dds. I'm using no vanilla files whatsoever. And they still won't work! I'm not new to modding really but I am sort of new to adding my own static mesh objects and working with building levels in the GECK. I knew I had to have the proper directories and such set up. It wouldn't show up in the render window in the GECK otherwise. But it still won't display in the object palette window or in game.
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Catherine N
 
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Post » Sat May 28, 2011 6:52 am

I tried to google custom object tutorials with no avail. I tried just doing a texture set from the beginning but that didn't work.

So I decided to scrap using the banner in favor of a poster. Well it seems that doesn't work either. I made my own files, ZLACRPosterClean.nif, ZLACRPosterDirty.nif, ZLACRPoster.dds, and ZLACRPoster_n.dds. I'm using no vanilla files whatsoever. And they still won't work! I'm not new to modding really but I am sort of new to adding my own static mesh objects and working with building levels in the GECK. I knew I had to have the proper directories and such set up. It wouldn't show up in the render window in the GECK otherwise. But it still won't display in the object palette window or in game.


http://www.youtube.com/watch?v=aXtjyp1eRo0

It was for F3, and Vault doors, but its the same concept, a majority of the processes for NV we're just carried over from F3, as well as the process for custom textures and model's, watch this and part 2.
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Stay-C
 
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Post » Sat May 28, 2011 6:03 pm

http://www.youtube.com/watch?v=aXtjyp1eRo0

It was for F3, and Vault doors, but its the same concept, a majority of the processes for NV we're just carried over from F3, as well as the process for custom textures and model's, watch this and part 2.


Thanks but I pretty much knew everything from that video. He didn't mention anything about certain options that may cause the models not to appear in game but in the GECK.
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Cesar Gomez
 
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Post » Sat May 28, 2011 12:47 pm

Thanks but I pretty much knew everything from that video. He didn't mention anything about certain options that may cause the models not to appear in game but in the GECK.


You did point the nif to the correct file structure too right?

Just trying to go over everything.

Also since we've had issues with Room Marker's and Portals, do you have any up and whole textures missing?
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Poetic Vice
 
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Post » Sat May 28, 2011 7:44 pm

You did point the nif to the correct file structure too right?

Just trying to go over everything.

Also since we've had issues with Room Marker's and Portals, do you have any up and whole textures missing?


I did yes. There don't seem to be any textures missing in my cell, but when loading other cells I do get some errors about some missing lip textures for NPCs which is odd since I haven't noticed any problems in game.
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Stephani Silva
 
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Post » Sat May 28, 2011 9:12 am

Hmm I have no idea anymore! ><
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James Wilson
 
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Post » Sat May 28, 2011 9:50 am

Are your custom " ZLACRPosterClean.nif, ZLACRPosterDirty.nif" scratch build .nif's? If so, can you move them in the GECK? If you built them in blender did you save them as a BSFadenode? Most, models need to be in this format not the Default "Nitnode" which blender saves them in.

If you post a link to your .nif's and, .dds textures, I will take a look to see if I can figure out what is wrong

cev
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Lucy
 
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Post » Sat May 28, 2011 8:37 am

Hmm I actually just took the Sunset Sasparilla poster mesh and renamed it/repathed my textures in the nif file. The base in the nif right now reads "BSFadenode" so yeah that shouldn't be the issue. I can move them around and such yeah, but they don't render in the object palette or in game, just the render window. So far it seems to be with any static object that I've edited and tried to place in my cell.
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Kelvin
 
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Post » Sat May 28, 2011 5:31 pm

Hmm I actually just took the Sunset Sasparilla poster mesh and renamed it/repathed my textures in the nif file. The base in the nif right now reads "BSFadenode" so yeah that shouldn't be the issue. I can move them around and such yeah, but they don't render in the object palette or in game, just the render window. So far it seems to be with any static object that I've edited and tried to place in my cell.


Strange, still upload them to a file share site and, I'll try to figure out what's going wrong. Another set of eyes can't hurt, I've reworked hundreds of meshes and, textures in both FO3 and FNV

cev
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Erich Lendermon
 
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Post » Sat May 28, 2011 6:51 am

Just double checking, you attached the normal map to it in nifskope? That sounds like a normal issue if it wont show up in game only.
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Patrick Gordon
 
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Post » Sat May 28, 2011 10:15 am

http://www.mediafire.com/?11jcvedmqz8tmzk

There's the meshes and the textures. If anyone can figure out why they aren't working please let me know.
Edit: Yeah the normal maps are attached.
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vicki kitterman
 
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Post » Sat May 28, 2011 7:46 pm

Honestly... I haven't got a clue.. your mesh loaded up in game for me just fine, I didnt do a thing to it. Is it possible you have the mesh loaded up as something other then a static in the geck? A moveable static perhaps? Activator? Dunno, just throwing out ideas.

edit: Cancel my earlier comment about the type of mesh you have it set up as. Went back and did a little test, set up the mesh as an activator, a moveable static, and a regular static mesh. (All I'm doing is dragging and dropping from the folder to the geck) All 3 were visible without any issues. Sorry mate, haven't got a clue why they don't show up for you.
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Chavala
 
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Post » Sat May 28, 2011 5:21 am

Honestly... I haven't got a clue.. your mesh loaded up in game for me just fine, I didnt do a thing to it. Is it possible you have the mesh loaded up as something other then a static in the geck? A moveable static perhaps? Activator? Dunno, just throwing out ideas.

edit: Cancel my earlier comment about the type of mesh you have it set up as. Went back and did a little test, set up the mesh as an activator, a moveable static, and a regular static mesh. (All I'm doing is dragging and dropping from the folder to the geck) All 3 were visible without any issues. Sorry mate, haven't got a clue why they don't show up for you.



Have you tested them in game? he already said they showed properly in GECK but, not in game. Just Curious, haven't tested yet but, I'm going too soon.

cev
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Stu Clarke
 
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Post » Sat May 28, 2011 6:56 pm

Yes, tested them in game.
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jasminε
 
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Post » Sat May 28, 2011 8:55 pm

Well I figured out the problem. Instead of creating a brand new entry in the GECK i was simply renaming another static object entry and saving that as a new one. The posters look awesome in game :). Thanks for all your help guys!
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Alisia Lisha
 
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