Silgrad Tower from the Ashes

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I secretly thought he was the leader :poorme:
Big Grin Not exactly. btw, IS, we are kinda urgently in need of someone to help sort out our custom models archive. I've been trying to find time to collate everything but other things keep getting in the way. The main issue is getting the texture pathing correct which is sort of the reason why I can't make progress on the jungle region at the moment. I don't know if your skills cover this area or that you're free to do this or whether you know of anyone who is but it would be a real bonus for us if it could be sorted once and for all.

That would involve:
  • Creating and maintaining a bsa archive of the custom assets (which I don't expect to be too much work, just a semi-regular sort of updating thing)
  • Making sure that the model meshes and textures were accessible and user-friendly for modders, with sensible texture pathing that allows anyone fresh to the mod to pick it up and go and that avoids any purple sections showing up (this one also sounds quite easy in principle but it's been a bloody nightmare getting it to work properly)
Why me............ :lmao:

IG, send me a few test files, and I can take a look at your texture problem. As for maintaining a .bsa archive, I'm sure I could do that Tongue

Just be aware I am working on Vv so I might not be able to update the exact day you need the files done, ie you might send me files and say you need the .bsa updated that day but I may be busy with Vv Smile

Texture Problem;

Just an idea but the texture path is usually a problem when you are linking to a specific place on your hard drive that another user might not have. example:

You could have your OB installed in the default path, c:/Program Files/Bethesda Softworks/Oblivion/Data, where as say me has it set on the E: drive which would cause texture problems.

Its an easy fix, but time consuming if dealing with lots and meshes with lots of texture paths.
i highly recommend using a program called Texture Replacer if you need to change lots of textures at the same time (for example removing the installation path). it takes a little getting used to since its command line but it saved me hours of work when i had to change textures for 60+ models (each with a dozen NiTriStrips).

Also, depending on the amount of meshes you have, a bsa archive may not be the way to go until release. the bsa is actually pretty shitty for compression*, so if youre going to have frequent updates it is not economic to download 120 megs instead of 60. it is likewise easier to mess with models/textures if they are not compressed. the only advantage to having a bsa is that is saves space on your computer and that its easier to remove all mod assets, which is why i would save it for release.

*this is based on TR's data files, to which yours are/will be comparable. currently they are compressed in a 112 MB Ultra .7z file. a bsa adds 45 MB to this, which is a lot of extra data to download once a month. the uncompressed files total 276 MB.
Quote:Originally posted by InsanitySorrow
Why me............ :lmao:

IG, send me a few test files, and I can take a look at your texture problem. As for maintaining a .bsa archive, I'm sure I could do that Tongue

Big Grin....I'm not surprised by your reaction to that. I have rapidly grown to detest anything even vaguely related to textures. I just cannot grasp at all why it absolutely refuses to show up in the CS. Senten has done some wonderful stuff for this project but tons of it just comes up purple for me including all of the land for Chasepoint, some of the buildings at Rockgrove and pretty much all of this really sweet esp he sent me: My resource for you . Everything is purple!

I followed the suggestions made by nick_op and Lady Nerevar here: Naga-Cradle Jungle - Environmental Assets but it doesn't seem to have done any good at all. It's totally infuriating and is the single biggest barrier against progress being made on landscapes.

As for the bsa archive, it might be easier to compile if I could just test the resources that I have available by actually checking them out as they are supposed to be in the CS by having the textures available...... :bash: :bash: :bash:

@Lady Nerevar - I just downloaded 'Texture Replacer' (I believe jog is a highly respected modder, yes?) and will try to get to grips with it. I just fecking hate having to fiddle like this just to get what should be such a simple task sorted.... X(
can you upload a model and its corresponding texture? i could take a look at it and write up an exact walk-through of what you need to do.

im going to guess that the texture path is wrong. open it up in nifskope and look at the NiTexturingProperty. what does it read? it should read "textures/blah/mytexture.dds" not "C:/Program Files/Bethesda Softworks/Data/Textures/blah/mytexture.dds" or comparable. if it has ANYTHING before /textures kill it with fire.

But yea, this is how modding generally goes. things that should be easy turn out being hard and just when you think "aha! ive got it!" turns out that your model crashes the game or something Tongue
Hey, that sounds like something new and different. I have uploaded a set of meshes and textures here: http://files.filefront.com/Black+Marshra...einfo.html . Please note that these are a range of textures that would be suited to these rocks and are not specifically suited to any particular meshes as far as I know.

However, problems persist with Senten's resources. I was hoping to include everything inside the blackmarsh texture folder or anything else that might minimise the chance of problems occurring for modders. That idea of cutting out the drive details and just sticking with the textures folder sounds useful so I'll look into that but I still can't see why Chasepoint's land comes up purple in the same way that some parts of the land of Senten's own solo BM project does.
took a quick look at one of the meshes, and i was right. the texture path reads "d:\program files\bethesda softworks\oblivion\data\textures\blackmarsh\rocks\junglerockmossy01.dds" kill everything before "\textures", save, and it should show up file (provided you place the textures in the \textures\blackmarsh\rocks folder).
Quote:Originally posted by Lady Nerevar
"d:\program files\bethesda softworks\oblivion\data\textures\blackmarsh\rocks\junglerockmossy01.dds"

Thats exactly what i thought the problem was too, I know why it kills the texture but I wonder why there can't a function in NifSkope to remove anything before "texture"

Also thanks for the tid bit of info, I remember hearing about the texture replacer but never used it, Ihave never dealt with "lots" of meshes with texture paths that need adjusting before Smile
I think it will be a while before I get any results out of 'texture replacer'. I have mild technophobia on account of having once ill-advisedly put myself through a 'Computer Studies' course with old PCs and crappy programming languages like Pascal. This immediately makes me groan and batter my head with my hands just by looking at it. I don't want to spend more than half a minute with it or I think.... :eek:...I'll puke....I hate technical stuff! X(
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