There's a couple issues with this weapon that I'd like some help with fixing. I'm pretty much brand new to creating mods, so there's a lot wrong with it.
I took the standard G3 Assault Rifle and cut the stock off with Blender and added it to the weapon, and moved the silencer down the barrel so it wasn't so protruding. However, in an image I uploaded, the stock is the.. stock.. texture, AND it has no collision with anything. The magazine's texture is normal too, but when you equip it, all that messes up.
If somebody could link me to a guide or give me advice on how to fix these issues, I'd be incredibly thankful.
EDIT: I fixed the stock's world model issue, however it still doesn't have collisions. The main issue right now is getting the magazine texture to appear properly.
copy the currently used mag texture and rename it to something else that is close enough to find and recognize, such as assaultmagblack.dds or whatever and then link that new texture in the .nif files. I had this problem before when I was doing my food collection retexture mod and I had multiple .dds files of the same directory and in different places such as multiple meshes/clutter/junk and textures/clutter/junk folders around my computer and the mesh was trying to call the same texture from different places.
In short, make a new/ copy and rename a diffuse and normal map texture file for your magazine .nif, and assault .nif, and then remap the texture paths that will use the new texture files. If this doesn't work i dont know what will unless you need to do some editing in the GECK.
If you need more help with the collision and model creation, talk to user jet4571, he knows his way around blender and nif importing and exporting for Bethesda Games.
I don't have any diffuse maps made for the clip, could that be a problem? (are those the 'somethingsomething_m' files?)
What I did when I released the mod was this:
Extracted the G3 Assault Rifle clip texture from the F3 BSA files, modified it to fit the theme, and put it in the folder with the name 'infiltratorclip' and edited the model in nifskope to call the texture from the place where I put it, being Textures/DLCPitt/Weapons/2HandAutomatic looking for file 'infiltratorclip.dds'.
It still didn't do it right, but the world model shows up normally. If you download it, you can see what I did and it would explain it better.
I know this is years down the line at this point, but I downloaded this mod and fixed the texture issues as well as some Z-fighting where the stock attaches to rear of the gun.
The issue is that by adding another NiNode to the NIF, it messed up the 3D model indexing for the gun's texture set. This 3D index is viewable in the GECK when viewing the gun's model, and the texture set needs to be modified via a plugin to reflect the new index values.
Could you post a step by step fix for this? I am trying to add a laser sight attachment to a weapon mod, and the magazine textures go crazy when I do so. Some help would be greatly appreciated.
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I took the standard G3 Assault Rifle and cut the stock off with Blender and added it to the weapon, and moved the silencer down the barrel so it wasn't so protruding. However, in an image I uploaded, the stock is the.. stock.. texture, AND it has no collision with anything. The magazine's texture is normal too, but when you equip it, all that messes up.
If somebody could link me to a guide or give me advice on how to fix these issues, I'd be incredibly thankful.
EDIT: I fixed the stock's world model issue, however it still doesn't have collisions. The main issue right now is getting the magazine texture to appear properly.
In short, make a new/ copy and rename a diffuse and normal map texture file for your magazine .nif, and assault .nif, and then remap the texture paths that will use the new texture files. If this doesn't work i dont know what will unless you need to do some editing in the GECK.
If you need more help with the collision and model creation, talk to user jet4571, he knows his way around blender and nif importing and exporting for Bethesda Games.
(are those the 'somethingsomething_m' files?)
What I did when I released the mod was this:
Extracted the G3 Assault Rifle clip texture from the F3 BSA files, modified it to fit the theme, and put it in the folder with the name 'infiltratorclip' and edited the model in nifskope to call the texture from the place where I put it, being Textures/DLCPitt/Weapons/2HandAutomatic looking for file 'infiltratorclip.dds'.
It still didn't do it right, but the world model shows up normally. If you download it, you can see what I did and it would explain it better.
The issue is that by adding another NiNode to the NIF, it messed up the 3D model indexing for the gun's texture set. This 3D index is viewable in the GECK when viewing the gun's model, and the texture set needs to be modified via a plugin to reflect the new index values.