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Unrelated tree bug with unexpected texture swap on loaded model


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Posted

Hey Sheson, 

 

This isn't a DynDOLOD issue, but I'm working on a tree mod and came across an unusual bug with a tree model. I thought I'd ask you as you know waaay more about trees than me. 

 

What I'm trying to do is re-texture treepineforestsnowL02.nif and treepineforestsnowL05.nif from an old version of SFO. I'm re-purposing treepineforestsnow02 and re-routing the texture paths in the nif to point to treepineforestbranchcompsnowL.dds

 

In game, the fully loaded model is working correctly, but if you get too close, another, green texture pops into view instead.

 

If you have any ideas what's going on and could point me in the right direction that would be great, or if you have time to look at that files, that would be immense!

 

Thanks

 

Kojak

 

Vid>https://vimeo.com/331574710

Files> https://mega.nz/#!s50igCpQ!3ICJ8SCZCuZ6ONFrl7kQ7FbK7rBOCmV7JAokGtGxP0o

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Posted (edited)

I do not know much about how trees work, but I suppose this probably has to do with them using [block 3] NiSwitchNode. 

 

You will find trunk and leafs are defined twice, the skinned in block 4 and the static version in block 30. Unfold both until you find the BSLightingShaderProperty/BSShaderTextureSet and make sure they match for the trunk and leafs each.

 

Also I believe the meshes themselves can be different between the skinned and static version, so that one actually has more triangles than the other.

 

(In case I am wrong, someone please correct me, as I said, I do not know all too much non static NIFs)

Edited by sheson

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