niftools / nifskope

A git repository for nifskope.
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FO4 Material support in UV Editor #105

Open narg999 opened 7 years ago

narg999 commented 7 years ago

Updated Text from @jonwd7

  1. UV Editor will not open for shapes which have no BSShaderTextureSet but receive their texture information via BGSM/BGEM.
  2. UV Editor will not show textures if BSShaderTextureSet is present but empty with actual texture information coming via BGSM/BGEM.

Original Text from @narg999 Non-archive textures don't appear in the UV Editor, only the islands. Rendering seems fine though.

hexabits commented 7 years ago

Posting this in one repo was enough. Anyway I'm positive I fixed this a year ago, are you sure Pre-Alpha 6 is the version that is opening up? What is the revision number under Help > About NifSkope?

I can't reproduce it personally. This is with only loose file paths listed in Resources:

I'll need the name of a file where it happens for you, and screenshots of both tabs in your Settings > Resources.

I'll also need to know if you are using anything that messes with filesystems like MO or if any of these texture files are under a symlinked path.

narg999 commented 7 years ago

Thanks for the reply, and sorry about the double post.

Screenshots follow... using GITS_outerwear01.nif as an example, but any nif with a custom texture seems to have this problem for me.

Pre-Alpha 6 is definitely opening up. Not using MO or any symlinks. I use NMM, but as far as I know that puts everything in the Data folder where it should be.

nifskope_uv_editor

nifskope_resources_tab_1

nifskope_resources_tab_2

narg999 commented 7 years ago

OK. This is a non-issue. The NIFs in question don't have any textures set in the BSShaderTextureSet blocks. Once I enter the paths specified by the material in there, textures appear in the UV Editor.

I incorrectly assumed that since the textures appeared in the render window all was good with the texture block. Sorry for bothering you.

hexabits commented 7 years ago

@narg999 I was actually going to bring up BSShaderTextureSet blocks but it was just that I knew that their absence makes the UV Editor not work whatsoever as BGSM currently isn't supported in the UV Editor. But in that case it will simply error and not open at all. However I didn't imagine someone having BSShaderTextureSet blocks present but without the paths filled out. Full BGSM support in the UV Editor would address both of those issues.

So this ticket technically covers an issue I do need to fix but it wasn't apparent until your exploration of the issue. Thanks for looking into it further. I will reopen, retitle, and reword the ticket to reflect this.