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Eschola

Porting Black Flag Armor: RESOLVED.

Hello. 


 


I'm trying to port the Assassin's Creed IV: Black Flag armor into Oblivion, and for some reason even though the mesh shows up in nifskope, it doesn't show up in game. Or rather, not all of the armor.


 


For some reason, only 2 out of the 12 meshes in the file show up in Oblivion. I've compared the block details, but I couldn't really spot a difference between the working part and the not working parts. The two meshes that show up share the same .dds file as some of the other invisible pieces. 


 


I'd like to know if anybody could take a quick glance at my .nif file to see if there's anything I need to adjust.


 


Thanks.


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Check your NiSourceTextures.


I have not seen the use of tga files before. Usually they are all dds.


 


Mem


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I thought about the .tif files too. The rest of the arms use Edward_Kenway_Clothes2.dds. Changing the format doesn't seem to fix my problem. 


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I thought about the .tif files too. The rest of the arms use Edward_Kenway_Clothes2.dds. Changing the format doesn't seem to fix my problem. 

 

Easy fix, remove all the "_" from the texture's name, same for the normal map but leave the "_n" at the end; unlike Skyrim, Oblivion's engine doesn't like underscores in the texture's name.

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mem4ob4, on 23 Dec 2013 - 10:00 AM, said:

Check your NiSourceTextures.

I have not seen the use of tga files before. Usually they are all dds.

 

Mem

 

i have never seen files.tga working on oblivion eider     i think you need to convert the files.tga to files.dds and make files_n.dds for normalmaps.

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Thanks for all the help and responses! I've changed all the files to simple file names and dds format (I.E clothes1.dds, clothes2.dds)


 


The invisible parts still remain invisible however.


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I strongly hope that those textures are actually .dds format and not just renamed .tga files..

Additionally, some of the objects' normals are wrong. Normals issues generally can be solved in Nifskope by rClick NiTriShapes/Strips -> Mesh -> face normals/flip normals, but sometimes could require more advanced 3d tool work.

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I strongly hope that those textures are actually .dds format and not just renamed .tga files..

Additionally, some of the objects' normals are wrong. Normals issues generally can be solved in Nifskope by rClick NiTriShapes/Strips -> Mesh -> face normals/flip normals, but sometimes could require more advanced 3d tool work.

 

They are. At first I thought the original .tga files had some sort of bad alpha channel that alpha-ed the whole thing, so I set it to DXT1 to make sure there was no alpha. That wasn't the case though, so now they're just DXT3.

 

I'll try the fixing the normals and see if that helps. Also, i'd like to know what to look out for wrong normals so I can check the next time something like this happens.

 

Thanks for helping me the other time about the hair mesh, it turns out my version of 3DS max just didn't have proper nif support so everything was being exported with issues.

 

Update: 

 

I think I got it working now. The problem was for some reason it needed both the texture.dds and the texture_n.dds.

 

 

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