Weird texture glitch or something?

Post » Mon May 16, 2011 10:34 pm

I'm getting a very strange glitch that looks to be a texture doing weird things. I've uploaded some pics to my server to look at here:

http://ypdesign.com/fnv/glitch/glitch.htm


When you look at this ceiling from certain angles, it just gets all deformed looking like it's a smaller mip trying to stretch or something. I honestly don't have a clue what this is, lol.

This is a vanilla kit piece located in the BisonSteve02 cell right in front of the elevator. I duplicated that cell, cleaned up all the papers and rubble in my new cell, added a few rooms and whatnot, and now I get this weird problem.

Also, it seems that sometimes turning on the pipboy light causes it to switch back to the correct looking texture. It's very strange.

Anybody have any ideas what the heck this could be?
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StunnaLiike FiiFii
 
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Post » Tue May 17, 2011 10:07 am

Usually this happens when you have two overlapping wall/ceiling pieces. It is possible to have this happen by accident if you use ctrl-D to duplicate, or if you created/moved some part of the building with grid snap off. In geck, if you drag a small select box around this part of the room in the render window, the right side of the cell window will update to show all the items which you have selected. Are there any extras?
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Dawn Porter
 
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Post » Tue May 17, 2011 12:40 am

Usually this happens when you have two overlapping wall/ceiling pieces. It is possible to have this happen by accident if you use ctrl-D to duplicate, or if you created/moved some part of the building with grid snap off. In geck, if you drag a small select box around this part of the room in the render window, the right side of the cell window will update to show all the items which you have selected. Are there any extras?


Nope, that was the first thing I tried. There's just one there. Also, I actually deleted it and re added it and it still does it. I also checked the texture path in nifscope and its fine. I'm at a loss here.
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Isaac Saetern
 
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Post » Tue May 17, 2011 9:17 am

If you are using a vanilla kit piece, what happens if you build a small test room out of these pieces and go walk there in game? It is possible, but I highly doubt the kit piece is broken by itself. Also, it may be that some other nearby piece, not this one, is the problem; the other piece may be overlapping with yours. So deleting yours and re-adding it would not solve the problem.
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Sarah Edmunds
 
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Post » Tue May 17, 2011 12:02 am

If you are using a vanilla kit piece, what happens if you build a small test room out of these pieces and go walk there in game? It is possible, but I highly doubt the kit piece is broken by itself. Also, it may be that some other nearby piece, not this one, is the problem; the other piece may be overlapping with yours. So deleting yours and re-adding it would not solve the problem.


No, I don't think it's the kit piece either as it's not like that in the vanilla cell. I'm grasping for straws here, but I have 2 theories, lol.

1 – this is somehow related to a portal marker I removed. I believe that portal separated the upper floor from the lower floor in that cell. I completely removed the entire 2nd floor in my new cell, fixed all the rooms with holes through the ceiling and added about 10 new rooms on the first floor. I pretty much removed everything but the basic walls and floor of the first floor of that cell.

(I have selected everything and moved it all around in the cell to see of that would fix it with no luck.)

2 – something with the lighting template for that cell. I know that sounds crazy, but I think I remember having a similar issue when I built my steak house. I think I changed to a different template and it went away, lol. :shrug:
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Leah
 
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Post » Tue May 17, 2011 11:58 am

OK, upon further testing, I'm getting the same thing with no mods running at all. So, could this just be a glitch in my install or something? Also, if someone has a minute and could load my plugin and verify whether or not it's screwing up for you or not I would really appreciate it.

You can just load it and use the console to coc BisonSteveNewRooms

It's glitching got right in front of the main elevator door

here's the plugin

http://ypdesign.com/fnv/bucks/Bucks_Place.zip

Thanks!
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Ymani Hood
 
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Post » Tue May 17, 2011 9:09 am

OK, upon further testing, I'm getting the same thing with no mods running at all. So, could this just be a glitch in my install or something? Also, if someone has a minute and could load my plugin and verify whether or not it's screwing up for you or not I would really appreciate it.

You can just load it and use the console to coc BisonSteveNewRooms

It's glitching got right in front of the main elevator door

here's the plugin

http://ypdesign.com/fnv/bucks/Bucks_Place.zip

Thanks!


I'll get back to you soon with something,

cev
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Tracy Byworth
 
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Post » Tue May 17, 2011 2:00 pm

Well, I tried it for a few minutes and timed out. I do see the glitch. I only see it on the ceiling which is in the elevator tile, which is the only place that tile is used, which seems a little suspicious. I know almost nothing about nifskope, but I brought up the related nif (htlhallbig1wayhalfexsm01.nif) and could not see anything different. If anybody else can find an explanation, please update how you found it.

Edit: probably unrelated, *probably*, but you should really use geck powerup available from newvegasnexus. When I load your mod, it shows about a dozen errors about forms with master ID's but no master, unable to add reference ChekovHiddenRock, reference attached to wrong cell. Part of this may be because your zipfile only includes the mod file, not the related meshes/textures, and I do see a bunch of red diamond objects. You should get geck powerup to look at the messages and decide if you care. If you don't even recognize the objects then you should also get fnvedit and delete them.
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Rowena
 
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Post » Tue May 17, 2011 7:13 am

Well, I tried it for a few minutes and timed out. I do see the glitch. I only see it on the ceiling which is in the elevator tile, which is the only place that tile is used, which seems a little suspicious. I know almost nothing about nifskope, but I brought up the related nif (htlhallbig1wayhalfexsm01.nif) and could not see anything different. If anybody else can find an explanation, please update how you found it.

Edit: probably unrelated, *probably*, but you should really use geck powerup available from newvegasnexus. When I load your mod, it shows about a dozen errors about forms with master ID's but no master, unable to add reference ChekovHiddenRock, reference attached to wrong cell. Part of this may be because your zipfile only includes the mod file, not the related meshes/textures, and I do see a bunch of red diamond objects. You should get geck powerup to look at the messages and decide if you care. If you don't even recognize the objects then you should also get fnvedit and delete them.


Thanks David. Yeah, I use the powerup and know about the errors. That's on my punch list to be sure. I just gotta learn what I need to to to edit them out. (Yet another thing I have never done, lol.) But those errors are coming from a hidden safe I placed in the wasteland at Vault 101. This mod started as a port of my Chekovs place mod for FO3 so that's why those are still there. I uploaded the plugin without the other stuff because there is nothing non-vanilla in the cell in question, so there was no need for my custom stuff I didn't think. And its a quick dl and no hassle really for you guys.

Thanks

Oh yeah, I did run it through fnvedit and clean out a couple of identical to masters I had in there before I uploaded though.
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Jason White
 
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Post » Tue May 17, 2011 11:13 am

First, I will say, I'm only trying to help, not trying to hurt you! in any way!!!! :dance: I hope you understand this by now!!

As "davidiallen" said, your mod is a bit dirty, I don't think the "Dirty Edits" are the issue here though! Once I figure out, what is going on with your problem, I'm more than willing to help you clean things up a bit. (if you want)

I've found your issue both in game and, in the GECK!!!!! I checked the nif, as you said the file paths are all correct (Your problem tile is from a vanilla "tile set") and, I've even tested the tile in my own mod without any troubles. I need a bit of time to diagnose this a bit further but, did you change any texture sets?

Your "Dirty mod" issues really only have to do with the fact (I'm guessing from experience), that you were poking around other cells to see how things were done by the DEV's. (These edits still need to be cleaned out) These edits shouldn't be causing you this issue though. You should set yourself up with a "Test.esp" or some other form of ".esp" that you can feel free to poke around in!!! (this file should never be released but, gives you the opportunity to dig through the Dev's work without messing up your mod!!! :dance:

I'll be looking into this further


cev
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latrina
 
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Post » Tue May 17, 2011 6:42 am

First, I will say, I'm only trying to help, not trying to hurt you! in any way!!!! :dance: I hope you understand this by now!!

As "davidiallen" said, your mod is a bit dirty, I don't think the "Dirty Edits" are the issue here though! Once I figure out, what is going on with your problem, I'm more than willing to help you clean things up a bit. (if you want)

I've found your issue both in game and, in the GECK!!!!! I checked the nif, as you said the file paths are all correct (Your problem tile is from a vanilla "tile set") and, I've even tested the tile in my own mod without any troubles. I need a bit of time to diagnose this a bit further but, did you change any texture sets?

Your "Dirty mod" issues really only have to do with the fact (I'm guessing from experience), that you were poking around other cells to see how things were done by the DEV's. (These edits still need to be cleaned out) These edits shouldn't be causing you this issue though. You should set yourself up with a "Test.esp" or some other form of ".esp" that you can feel free to poke around in!!! (this file should never be released but, gives you the opportunity to dig through the Dev's work without messing up your mod!!! :dance:

I'll be looking into this further


cev


No, I didn't change any of the tilesets. Its an entirely vanilla cell. I just copied the BisonSteve02 cell, and removed what I didn't want and build the rest. It was just a base I started with.

And most definitely, I would welcome any help you or anyone else is willing to share. I've definitely known I got a lot of cleaning up to do. As I mentioned to David, I just got to learn how. That was probably going to be one of the last things on my punch list as I knew I have to learn how to do it. I'm sure I'll be asking for help tp learn that too!

This has been a daunting experience and I really, really admire skilled modders such as yourself and others who have done some stuff that I cant even fathom doing, lol.

As for poking around, I placed all 20 bobbleheads in 20 different cells. Some of it was done before the fix for invisible cells was discovered. So it is highly likely I bumped some stuff here and there. I did however place many of then with a dummy test esp, but I definitely could have hit something at some point.

Thanks again!
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Miss Hayley
 
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Post » Mon May 16, 2011 11:26 pm

I hate to admit it but, I'm completely at a loss as to why your having this issue. :brokencomputer: I couldn't find any reason for this and, I couldn't reproduce it in any way. :banghead:

I did figure out and, test a workaround which would keep you from having to try to rebuild the cell. I created a texture set for the funky ceiling then I made a duplicate of the broken tile, renamed it and applied the new texture. This fixed the issue, both in game and in the GECK.

The corner and the Hall end near the Nuka Cola machine are broken too. The corner has funky walls and, the end has both walls and ceiling issues.

Sorry I don't have a solution other then creating new forms and, retexturing them back to normal.

cev
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Fam Mughal
 
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Post » Tue May 17, 2011 3:28 am

I hate to admit it but, I'm completely at a loss as to why your having this issue. :brokencomputer: I couldn't find any reason for this and, I couldn't reproduce it in any way. :banghead:

I did figure out and, test a workaround which would keep you from having to try to rebuild the cell. I created a texture set for the funky ceiling then I made a duplicate of the broken tile, renamed it and applied the new texture. This fixed the issue, both in game and in the GECK.

The corner and the Hall end near the Nuka Cola machine are broken too. The corner has funky walls and, the end has both walls and ceiling issues.

Sorry I don't have a solution other then creating new forms and, retexturing them back to normal.

cev


Thanks Cev. At least it looks like I didn't do anything tho cause it, lol. As for creating a new texture set, is there a tutorial I can look at to see what you did? Yet again, another thing I have no clue about. I created a bunch of custom art for this mod but that was only making the dds files, and pointing the nif to them in nifscope. I didn't make any new texture sets or anything. If I'm understanding what I'm seeing, it looks like that piece has 5 texture sets associated with it? Do I need to recreate all 5. Clueless again...

OH, was it actually glitching in game for you, or do you think this is just something on my end that users will not experience? If nobody but me has this issue I can live with it, as that's an area I likely wont be in very much. I really only added the rooms for a little realism, and it will be where my NPC's go to to sleep etc.
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Wayland Neace
 
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Post » Tue May 17, 2011 7:51 am

It glitches in GECK and in game on my end.

I don't know of any tutorials on texture sets but, there really easy to build and use. First, use nifscope to find where the textures live in your extracted textures BSA. once you have them (I suggest creating a mod specific texture folder say, TexturesBisonSteves or what ever you prefer,) Place the textures into your chosen directory, launch the GECK and, find Texture set in the left side of the "Object window", find a generic texture set like "hotelcarpet" or, "offhall". You should see two texture paths in the window, Rename the texture set with a unique ID, The first texture is the texture itself, the second is it's UV mapping. click edit and direct the new texture set to your texture. Repeat for its UV texture _n texture. Close the window and save as a new form.

Once your done with that its onto applying your new texture set to the nif. Double click the tile in question, Rename it and hit edit. You'll now see the path to the file in your window, click the edit button next to it. You should see the nif itself and on the left side a row of its nodes, the top one for the model in question, will be the ceiling, double click it and, you get a list of available texture sets to apply. Find your new one and apply it by double click. close all windows and, save as a new form.

I only had to retexture the ceiling for that peace, No need to mess with the unaffected nodes.

I hope that was clear but, if not let me know and, I will do a step by step tut for you with screenshots to clarify. :woot: Also, If you have FO3 installed, you can look at texture sets in my "DCInteriors Project", I've retextured everything I could get my hands on, via Texture sets. :dance: It would be a good place to look and see how they work and are applied.

cev
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 9:59 am

It glitches in GECK and in game on my end.

I don't know of any tutorials on texture sets but, there really easy to build and use. First, use nifscope to find where the textures live in your extracted textures BSA. once you have them (I suggest creating a mod specific texture folder say, TexturesBisonSteves or what ever you prefer,) Place the textures into your chosen directory, launch the GECK and, find Texture set in the left side of the "Object window", find a generic texture set like "hotelcarpet" or, "offhall". You should see two texture paths in the window, Rename the texture set with a unique ID, The first texture is the texture itself, the second is it's UV mapping. click edit and direct the new texture set to your texture. Repeat for its UV texture _n texture. Close the window and save as a new form.

Once your done with that its onto applying your new texture set to the nif. Double click the tile in question, Rename it and hit edit. You'll now see the path to the file in your window, click the edit button next to it. You should see the nif itself and on the left side a row of its nodes, the top one for the model in question, will be the ceiling, double click it and, you get a list of available texture sets to apply. Find your new one and apply it by double click. close all windows and, save as a new form.

I only had to retexture the ceiling for that peace, No need to mess with the unaffected nodes.

I hope that was clear but, if not let me know and, I will do a step by step tut for you with screenshots to clarify. :woot: Also, If you have FO3 installed, you can look at texture sets in my "DCInteriors Project", I've retextured everything I could get my hands on, via Texture sets. :dance: It would be a good place to look and see how they work and are applied.

cev


Thanks once again Cev!

The wierdness continues, but in a good way this time I hope! :brokencomputer: (crosses fingers)

I don't know if this will shed any light on why this is happening, but one thing I noticed all along is that in game when the glitch appears, I can turn on the pipboy light and it goes away, lol. I just added the lighting to my cell, and the glitch really looks like it's appearing very rarely now. And to get it to glitch you have to search around at all different types of weird angles to get it.

So I think the users might never even see it, :whistling:

or if they do it should be very rare. So, I'm going to keep an eye on it as I move forward and hopefully it has about gone away, lol. :shrug:

But I'll definitely keep your instructions for the texture sets. I've seen bits and pieces about using them, but up until now haven't needed to learn that yet.

Anyway, I'll cross my fingers, and I'll most likely be calling for you when I get ready to clean this thing and publish it. Have another on me! :foodndrink:
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Toby Green
 
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Post » Mon May 16, 2011 10:57 pm

Feel free to PM if you want, this thread may get lost over time but, I'm here to help.

Cev
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flora
 
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Post » Tue May 17, 2011 5:27 am

This thread has been very interesting, since I got the same weird effect when I altered the Novac hotel room. It's only one section and always that one section. I've never solved the problem and just live with it, since other than that it works fine & it's just a personal use mod. I thought I might have accidentally moved a room wall section and it wasn't aligning...but after remaking the room a few times + looking for duplicated pieces etc. nothing worked. I even tried making an entirely new mod where all I did was add one small item to the room and saved...but on loading it in the game, that one ceiling tile was still doing that striping. ::bangshead::

The comments about the lightning maybe affecting things is interesting. I did add new lights, but not in that one simple test case...If anyone ever finds an answer, I'd love to know it as well. :D
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Penny Courture
 
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