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Character Tool 2 loading pink figure

Started by RockLegend2, May 01, 2013, 01:13:14 AM

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RockLegend2

Hey, guys.

So I finally found a mesh that I edited (correctly, this time), but now Character Tool 2 just loads a pink figure for me.

Am I just skipping steps? Do I need to create a new skin for the mesh? All I did was pull his forehead and the top of his skull out to make a baseball cap.

What's wrong here?

hoss20

Sometimes, altering a mesh in Blender and then exporting it out will mess up the UV mapping. Also, if the new mesh was exported as FFVTTR, it will default to .dds art files. If your current skin is in .tga form, that might be part of the problem as well. Either way, it's a safe bet to check out the mesh again in NifSkope and verify if the art files are assigned properly. Don't forget to include the lightmap file if your mesh has glow and reflect effects in it.

Also, if it helps, there's a mesh with a baseball cap located here: http://frp.unlimited2.net/fxforce/public_html/HEXEDMESHES.html
It's male_capbackwards_nohood and is the first mesh on the main page.

daglob

There's also a Male Basic Ballcap someplace; I believe someone did a scope that added a bat.

One thing I've been cleaning up in my FFv3R directory is when the same skin directory has a mix of .tga and .dds textures (i.e., Plasticman_TJ/Skins/DaGlob has male_basic.tga, male_basic_glow.dds, male_basic_refl.tga, male_basic_lightmap.dds). That seems to have different effects for different meshes.

RockLegend2

hoss20,

Well, I exported the mesh as both FFvTTR and FF format, and the FF one worked, so I kept it instead of the FFvTTR one.

And the problem, no offense intended, with that baseball cap mesh is that the cap is backwards and square. I'm going for a forward-facing, round-ish baseball cap.

Now, thank you for telling me to verify the texture files in NifSkope. They had changed the extensions to .dds, and I changed them back to .tga. The textures instantly appeared in NifSkope. Much better!

Thanks, guys. Problem solved.  :thumbup: