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报告翻译问题
How did you create the retexture?
Did you change the info in the NIF file or used TextureSets in CK?
I unpack the original textures with FMOD and use GIMP to edit them.
Next I create new texture sets using the new texture for the "diffuse" and the "*_n" from the old texture for "normal/gloss".
Then I create an Armor Addon by duplicating the addon of the original armor but use the new texture set.
Final step: Creation of new item by dupilcating the old item and using the new armor addon.
My guess is that the problem is the "normal/gloss" texture. No idea what to do with that.
The mod tutorial I've seen so far doesn't use it or change it at all, but if I leave it empty, my armor looks like squeaky wellies.
And it's just my second try at modding textures. My other try with weapons was a complete letdown (trying to make brighter/ivory versions of the dragonbone weapons from Dawnguard). I couldn't get my skins to work at all. Even with using nif and changing the info in there.
It seems that when "exporting to dds" with GIMP, you shouldn't use the "use existing mipmaps" option. Well, learned something new today.
Mipmaps are just copies of your texture, but get smaller and smaller. For instance, if you have 1024x1024 texture, the DDS will generate mipmaps with 512x512, 256x256, 128x128, 64x64 and 32x32 pixels that will be used instead of the original one when the object is further away in order to save some resources.
What happened in your case was just that the plugin used what mipmaps already were created rather than generating new ones with your colors.
Best of luck!
BTW: You wouldn't know why it is impossible to generate a "small" filepath (without the superior folder structure - no drive and so on) when changing the nif-info in nifskope?
I believe you should just start with /textures/ .. or was it /data/textures ? Cant remember.
Make sure that you deal with the alpha channel on the normal map, as that serves as the specular map.