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dhruv007

Help with Designing

Question

I apologise if this is the wrong place to ask this question but the thing is i need major help!!

I recently took to skinning and stuff and although I skinned the animal in photoshop AND saved the file as .dds in DXTBMP... when I open the model in nifskope AFTER saving, the whole animal is white ie there is no skin! :-( The animal I was reskinning was the Titanoboa by Panrex... oh and also this happens after I replace the original animal skin files in the zip folder!

What am I doing wrong?? I looked up the reskinning tutorial by Shadow and Flame... and redid it accordingly. But the result is the same ☹️

Could someone please help me soon!! 

this is how it looks! ;_(

Thank you in advance 🙂

Titanoboa_Adult_F.nif

Titanoboa_Adult_F.dds

Edited by SLGray
To add files.

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15 answers to this question

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Are you sure that you have the skin linked in the main xml file of the animal?

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umm... how do you do that exactly? very sorry for my ignorance.

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entities > units > animals > ai

The main xml file should be the very top one.  There should be a section that deals with skins and variants.

Edited by SLGray

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    <binder>
        <BFNamedBinder binderName="mainObj">
            <instance>
                <BFPhysObj>
                    <BFShadowLODComponent numLevels="1" switchingDists="60.0" />
                    <BFActorComponent actorfile="entities/units/animals/titanoboa/titanoboa_Adult_F.bfm" scale="2.7" />
                    <BF4LegsGroundFitComponent backBuoyancyNode="Node_Buoy_Back" bicyclePointBack="Bip01 Pelvis" bicyclePointFront="Floor_Head" frontBuoyancyNode="Node_Buoy" heightGain="6.0" heightOffset="0.2" heightOffsetScale="0.0" maxHeightError="0.5" maxLOD="1" maxPitchError="0.1" maxRollError="0.2" pitchGain="1.0" rollGain="1.0" />
                    <BFSwimComponent waterInDistance="0.50" waterOutDistance="0.0" />
                    <BFRotYawMovingComponent />
                    <BFCollisionComponent grid="Bip01 Spine,Bip01 Head" />
                    <BFGridCollisionComponent />
                    <BFSecondaryAnimComponent animName="Secondary_Tongue" chance="60" frequency="3.0" validAnims="Stand_Idle,Stand_TurnRight90,Stand_TurnLeft90,Lie_Idle,Walk_Ahead" />
                </BFPhysObj>
            </instance>
            <shared>
                <BFSharedRandomTextureInfo>
                    <replacementSet>
                        <group weight="1">
                            <item image="entities/units/animals/titanoboa/titanoboa_Adult_F.dds" material="titanoboa_Adult_F" />
                        </group>
                    </replacementSet>
                </BFSharedRandomTextureInfo>
                <BFTextTagMacrosComponent>

This is what I did! 

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Please use the code button in the editor when posting codes.

Yes, that does not look right.  Checkout one by another designer.

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Could do explain what is wrong? like what would you do when you have to reskin and add it to the game... that would really help me! :-)

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Exactly I was wrong.  The section for skins and variants exactly would be in each file except for the main xml.

Edited by SLGray

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But I don't see this line... which exists in my edit! 

"entities/units/animals/HorseAppaloosa/HorseAppaloosa_Adult_F.dds"

Shouldn't that like be the skin file??

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20 minutes ago, SLGray said:

Exactly I was wrong.  The section for skins and variants exactly would be in each file except for the main xml.

Could you do it for me and tell me exactly what you changed! please? Coz it's going right above for me  :(

thank you. :-)

zzzzGigantophis.z2f

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Okay... I figured out how to skin and the animal now isn't white! :D

But now the animal doesn't show up in the game! :(

how do I make it workable in game??

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You sent me a private message saying you got it in the game.

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yea but now it's replacing the original animal! :( its treating the new animal as a remake and not as a separate animal!! 

Edited by dhruv007

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Give your animal a different entityname .

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