your doing great man. your tower textures are nuts too. keeping tabs on your projects to see where they go. definately useing 7+ of your mods. thanks for the work!
You can save yourself some trouble by simply copying the collision branch (bhkCollisionObject) from a vanilla mesh that is similar to yours and adjusting it to fit your mesh..
The tundradriftwoodbark01_g.dds in here is the parallax texture? The Peryite tree (treereachtree01magic.nif) uses that texture as the glow map and it no longer glows.
I haven't actually edited the UVs at all, so idk where the errors came from meaning they were probably there on the original the list of changes are as follows.
Adding path to parallax mesh Adding the parallax shader
There was no edits to the UVs or diffuse (apart from new texture map but that wouldn't effect the UVs)
Also it was said in the description. Basically I think it might be the original Skyrim UVs which are the problem
I'm definitely grabbing this, because whatever mods I'm using (apparently SMIM and UV Tweaks) make my driftwood orange and super saturated and always makes me double take thinking there's a bunch of corpses on the beach.
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Credits to wSkeever for supplying the edited UV nif
this doesn't only change the driftwood but also the trees in the Whiterun area since they share the same texture.
The texture itself looks pretty good in my opinion so thank you for sharing.
I mean you're an animator
Honestly Idk how you do it but ill get there with custom meshes I mean I can create them but not put them in the nif format
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When I did my naming I used this and for slot 4 it says _g but then goes on to say _p - so idk but the parallax texture is included anyway
Adding path to parallax mesh
Adding the parallax shader
There was no edits to the UVs or diffuse (apart from new texture map but that wouldn't effect the UVs)
Also it was said in the description.
Basically I think it might be the original Skyrim UVs which are the problem