Author Topic: missing textures ?  (Read 669 times)

Legacy_azaz1234

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missing textures ?
« on: December 11, 2015, 08:52:43 pm »


               

so here i am again with yet another n00b question.


 


i'm working on some custom races based on pre-existing models. things are going along pretty well, but my races have club hands. so i took the fingered models from the cep and changed them up so their naming convention matched what i'd set up for my custom races. voilà, no more club hands !  but unfortunately, the hands are now white. my assumption was that since the textures referenced in the hand models already exist, i wouldn't need to create new ones, so i didn't actually make any and modify the models to refer to the new ones. obviously my assumption was false. but is there a way i can re-use the existing textures, or do i really need to clone the existing textures into new ones in order for this to work ?  or am i barking up the wrong tree ?



               
               

               
            

Legacy_Proleric

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missing textures ?
« Reply #1 on: December 11, 2015, 10:32:22 pm »


               You can use the existing textures, but they need to be available to your module.


For example, if the texture is in CEP, but your module doesn't include CEP haks, you can fix this, either by including the CEP haks, or by copying the texture into your custom hak.


The texture names are identified in BITMAP statements in the model.
               
               

               
            

Legacy_Jedijax

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missing textures ?
« Reply #2 on: December 12, 2015, 05:14:16 am »


               

I think your issue is the same as with other body parts. Model and texture name have to match. This only seems to happen to .plt textures, tho. And by "have to match", I mean you have to manually go into the models with a text editor and replace all texture references to the new name. Of course, you also have to change the texture name. So, in short, you extract the CEP hands model and textures you're going to use, and change their names to what you need, matching both model and texture, but ALSO editing each model itself to refer to the newly named texture.




               
               

               
            

Legacy_Proleric

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missing textures ?
« Reply #3 on: December 12, 2015, 07:42:48 am »


               Is that right? According to the Custom Content Guide on custom races, "You do not need new textures for each armor part because all of the armor pieces use the human, standard phenotype PLTs."

I'm certain that's right for armour - is there a difference with body parts?
               
               

               
            

Legacy_Failed.Bard

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missing textures ?
« Reply #4 on: December 12, 2015, 10:26:51 am »


               

  It's possible (likely even), if going from club hands to hands with defined fingers, that the textures used by default wouldn't line up properly with the altered hands, so including the proper textures (by renaming them to p*h0_* as appropriate to fit gender, part type and number) is probably best.



               
               

               
            

Legacy_Jedijax

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missing textures ?
« Reply #5 on: December 13, 2015, 05:14:23 am »


               


Is that right? According to the Custom Content Guide on custom races, "You do not need new textures for each armor part because all of the armor pieces use the human, standard phenotype PLTs."


I'm certain that's right for armour - is there a difference with body parts?




That's exactly what I was going to mention. But then, I've seen it happen with weapons, especially the bottom part, helmets and even shields.



               
               

               
            

Legacy_Pstemarie

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missing textures ?
« Reply #6 on: December 13, 2015, 08:57:02 am »


               


Is that right? According to the Custom Content Guide on custom races, "You do not need new textures for each armor part because all of the armor pieces use the human, standard phenotype PLTs."


I'm certain that's right for armour - is there a difference with body parts?




 


Yes, that's correct. However, I seem to recall reading somewhere that, as Jedijax stated, the internal bitmap references for *custom* races need to match the model name. If I remember correctly, that post stated that, except for heads, the engine reads pmh0 and pfh0 as the texture prefix. BUT, if its a *custom* race model and the bitmap reference is NOT the same as the model (mdl) name, the engine defaults to non-existing bitmaps for the body parts - hand, foot, chest, etc.


 


NOTE: According to my nephew - he's a 3D game artist, these bitmaps actually do exist, but you need an older copy of 3dsMax AND some really expensive character model creation plugins to see them. 



               
               

               
            

Legacy_azaz1234

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missing textures ?
« Reply #7 on: December 13, 2015, 08:05:59 pm »


               

in looking into this further, i discovered i had a similar problem w/custom heads. so i went in and did the same thing w/heads that i did w/hands -- i verified that the appropriate head textures 'pmh0_{whatever}' really are present in the cep release [they are] and that the haks are present in the module and in the right order [they are]. i verified once again that the 'bitmap' directive in the .mdl file for the head textures really was 'pmh0_{whatever}', and they are. i then copied the 'missing' pmh0_*.plt files out of the cep and just renamed them according to my new race key, and the problem was solved. note that i did not change the 'bitmap' directive in any of the .mdl at all, so it appears that nwn completely ignores the 'bitmap' directive in the .mdl, relying solely on the file name prefix. seems like an incredibly sloppy way to do things, but then i know nothing about modelling so maybe i'm off here. anyway, problem solved, fwiw.


 


thanks for your info, everyone.