NOTE TO ANYONE WHO HAS MY CONTENT IN THEIR MODS: DO NOT ATTEMPT TO SELL MY WORK ON THE STEAM WORKSHOP. This is exactly the reason I originally said no to anyone wanting to use my content, and was hesitant to ever upload resources. But here we are. Valve has turned into EA. I have never allowed my free works to be a revenue source for others, so nothing has changed. Immediate action will be taken against anyone attempting to profit from my work, or original IP.
Hey I'm a bit of a noob modder and what I want to know is when I apply textures from this pack in nifskope into a clothing item, the texture on that clothing shows up purple in game. Can anyone help me how to fix this?
Hi. The "purple texture" happens when the game doesn't load the texture. There might be several reasons for that: 1- the texture is not where it's supposed to be - make sure you didn't delete or rename it, or put it in a different folder after asigning it in Nifskope. 2 - the texture is in wrong format (must be .dds) or wrong size (it must be either a square with the side lenght equal a power of 2 - 512, 1024, 2048, etc, or a rectangle where shorter side is exact half of the other - 256x512, 512x1024, etc) 3 - there's nothing wrong with your texture, but the game is applying a textureset which points to a missing/incorrect texture. Open the 'armor addon' and click 'select' on biped model to see if that's the case. 4 - a weird problem which sometimes occures and sometimes doesn't, where the games becomes picky about the formatting of the texture path in nifskope. Normally, paths in nifskope look like this: textures\clothes\childrenclothes\f\ChildrenClothesV02.dds .But if you do a shortcut and copy/paste a file in the path field, it will look like this: >textures/clothes/childrenclothes/f/ChildrenClothesV02.dds.- slashes instead of backslashes. I do it frequently and most of the time it's fine, but occasionally the game decides it can't read this path. When I change all / to \ and save the nif, the texture starts displaying properly. 5 - who knows? CK can be such a fickle piece of software... Good luck with your modding.
Hey there, Thanks for all the hard work into the making of these textures!
Recently re-textured a byohhome using the ck, but limited to the in-game textures. Looks cool, cause the byoh textures make you feel like jumping off a cliff.
With this texture pack, my byohhome is going to look awesome!
My character Princess Mia is really going to feel like a Princess NOW!
Thank you so much for this. Ive been working on an overhaul for several myears now, trying to find enough mesh and textures to get the right looks, and.... I just couldnt find anything exactly right. This pack gave me so many to choose and work with, its been just what I needed. Thanks again. Back to endorse after the cool-down.
Hoping someone can point me to a youtube vid or something that explains. I am just learning to use textures and understand the diffuse and normal maps, but I am not sure what the other maps provided in some of these packs are.
In fabrics for example, ak1 has diffuse (ak1.png) and normal (ak1_n.png), but also ak1_ao.png, ak1_d.png and ak1_s.png.
The 4th or 5th video in the tutorial playlist should have a bit of details on textures. https://www.youtube.com/channel/UCPH705P7CPoAbAQvJmI7uYg
_ao is ambient occlusion. It can be used as a grunge layer when set to blending mode, darken or overlay, or multiply, or can be used as the B channel when making your own normal maps without using one of those third party tools that don't work, orthe nVidia tools. An example would be on an already flattened texture where you would do the same method those third party tools do. Use bas relief first top right and copy/paste that into the green channel, then botton left and copy/paste that into the red channel, then pop the ambient occlusion into the blue channel. Presto, a normal map.
Albedo, diffuse, d and sometimes no extension are all diffuse. Other times no extension may mean a rendered final texture that hass all of the other elements included to show the end result. I like using these instead of the diffuse so that the textures pop a little better. Alpha or o for opacity will be used as the alpha channel of the diffuse, only if needed. Specular or s goes into the alpha channel of the normal map. Environment, em or m are all reflect maps used separately when using an environment shader. ao is the ambient occlusion. norm, normal and n are for normal maps, nit to be confused with model space normal, or msn maps which are created differently. bump or b is a bump map. You can apply the nVidia normal map filter to this after it is flattened and it will yield a normal map. Adjust the scale to suit for depth.
It is very beautiful! The marble pack inspires me to create a bathroom. Thank you ever so much for sharing this. I'm new to modding and your textures are a real treasure for me.
Hey, um, I'm going to sound like an idiot saying this, but how do I get these to work? I have the wood textures downloaded, but when I try and create a texture set with one of them in the CK the folder is blank, none of them are saved as .DDS files. I'm clearly missing a step here, I'm new to modding and my google searches on the subject haven't yielded any results, is there something I have to do to make these files usable with the CK?
I know this is a late response but you need photoshop or gimp (with a dds plugin) in order to convert these images into .dds files. They generally have square dimensions of powers of 2 and also might need mipmaps generated.
To convert them to .dds format, you can use ATI's Compressonator. http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/the-compressonator/
If you have Photoshop, grab the dds tools from nVidia. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
If you use GIMP, grab their dds tools. http://registry.gimp.org/node/70
The wood textures, if you are just using them as is, need to be saved in DXT1RGB. Make sure Mipmaps are checked on and set to all. GIMP is not capable of saving in the correct format, so you will end up saving as DXT1ARGB. This will have a superfluous alpha channel. It doesn't add a lot on file size though.
If you have changed the wood textures, just make sure they are 8x^2 and they will work once saved as dds. They can be square, such as 512x512, 1024x1024, etc. or rectangular like 256x1024, 2048x512, etc..
63 comments
DO NOT ATTEMPT TO SELL MY WORK ON THE STEAM WORKSHOP.
This is exactly the reason I originally said no to anyone wanting to use my content, and was hesitant to ever upload resources. But here we are. Valve has turned into EA.
I have never allowed my free works to be a revenue source for others, so nothing has changed.
Immediate action will be taken against anyone attempting to profit from my work, or original IP.
1- the texture is not where it's supposed to be - make sure you didn't delete or rename it, or put it in a different folder after asigning it in Nifskope.
2 - the texture is in wrong format (must be .dds) or wrong size (it must be either a square with the side lenght equal a power of 2 - 512, 1024, 2048, etc, or a rectangle where shorter side is exact half of the other - 256x512, 512x1024, etc)
3 - there's nothing wrong with your texture, but the game is applying a textureset which points to a missing/incorrect texture. Open the 'armor addon' and click 'select' on biped model to see if that's the case.
4 - a weird problem which sometimes occures and sometimes doesn't, where the games becomes picky about the formatting of the texture path in nifskope. Normally, paths in nifskope look like this: textures\clothes\childrenclothes\f\ChildrenClothesV02.dds .But if you do a shortcut and copy/paste a file in the path field, it will look like this: >textures/clothes/childrenclothes/f/ChildrenClothesV02.dds.- slashes instead of backslashes. I do it frequently and most of the time it's fine, but occasionally the game decides it can't read this path. When I change all / to \ and save the nif, the texture starts displaying properly.
5 - who knows? CK can be such a fickle piece of software...
Good luck with your modding.
Recently re-textured a byohhome using the ck, but limited to the in-game textures. Looks cool, cause the byoh textures make you feel like jumping off a cliff.
With this texture pack, my byohhome is going to look awesome!
My character Princess Mia is really going to feel like a Princess NOW!
THANK YOU!
In fabrics for example, ak1 has diffuse (ak1.png) and normal (ak1_n.png), but also ak1_ao.png, ak1_d.png and ak1_s.png.
https://www.youtube.com/channel/UCPH705P7CPoAbAQvJmI7uYg
_ao is ambient occlusion. It can be used as a grunge layer when set to blending mode, darken or overlay, or multiply, or can be used as the B channel when making your own normal maps without using one of those third party tools that don't work, orthe nVidia tools.
An example would be on an already flattened texture where you would do the same method those third party tools do. Use bas relief first top right and copy/paste that into the green channel, then botton left and copy/paste that into the red channel, then pop the ambient occlusion into the blue channel. Presto, a normal map.
Albedo, diffuse, d and sometimes no extension are all diffuse. Other times no extension may mean a rendered final texture that hass all of the other elements included to show the end result. I like using these instead of the diffuse so that the textures pop a little better.
Alpha or o for opacity will be used as the alpha channel of the diffuse, only if needed.
Specular or s goes into the alpha channel of the normal map.
Environment, em or m are all reflect maps used separately when using an environment shader.
ao is the ambient occlusion.
norm, normal and n are for normal maps, nit to be confused with model space normal, or msn maps which are created differently.
bump or b is a bump map. You can apply the nVidia normal map filter to this after it is flattened and it will yield a normal map. Adjust the scale to suit for depth.
http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/the-compressonator/
If you have Photoshop, grab the dds tools from nVidia.
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
If you use GIMP, grab their dds tools.
http://registry.gimp.org/node/70
The wood textures, if you are just using them as is, need to be saved in DXT1RGB. Make sure Mipmaps are checked on and set to all.
GIMP is not capable of saving in the correct format, so you will end up saving as DXT1ARGB. This will have a superfluous alpha channel. It doesn't add a lot on file size though.
If you have changed the wood textures, just make sure they are 8x^2 and they will work once saved as dds.
They can be square, such as 512x512, 1024x1024, etc. or rectangular like 256x1024, 2048x512, etc..