Added support for importing all skin and eye texture types from old-style files (previously only body and face overlays worked) Fixed underlay issues and issues caused indirectly (broken textures in maker) Greatly simplified hook code.
First, I would like to thank all modders for their hard work. I have just started making some mesh/texture modifications and, while I have had success (seemingly?) with some simple ones, the more advanced ones are giving me problems. I am just now learning how to use 3DS Max and can alter mesh and textures/maps and can do the simple things like animate, etc but haven't gotten heavily into it yet. I have used Blender for several years (I am not an 'expert' but am fairly proficient) and have made some fairly complex renderings with riggings, constraints, etc.
As I said, I have had some success. I changed some simple meshes (for practice) by following a guide. I used NifSkope, 3DS Max and Blender. They were all rigged and so involved skeletons, skin instances, etc. However, I am currently trying to modify a mesh made for the CBBE body that the guide can't handle. I might be wrong (and frequently am) but it seems that it would be easier to simply modify a mesh that already has the right instance assignments than to make a whole new mod. For one thing, I can't import a .nif file with the CBBE body into Blender (I am using the recommended 2.49 version) because the texture is incompatible (maybe more issues but the loading process stops there). I can alter the .nif mesh in 3DS but as soon as I start modifying the mesh (on a copied practice file, of course) I get a warning of a skin instance and that problems might occur. They are right. As soon as I click yes (I don't even have to make any changes), all of the bones lose their affiliations. They are still there but can't be seen anymore. I can export and swap the altered mesh data into the original .nif file with NifSkope. A peculiar thing is that the original mesh is below the grid but the altered mesh is above the grid. There might be a problem when I rename the new trishape with the original name (the original name is 'Scene Root [0]')
I can open the new .nif file in 3DS and it looks right. When I replace the original file with the new file it causes the mesh to be invisible in-game, which is nice with a CBBE body, but not what I was looking for. Another peculiar thing is that I can't export a mesh from 3DS without a skeleton. That is, I can import a .nif without the skeleton and then immediately try to export it but get an 'unspecified error'.
Also, while I am listing problems, I can't open the texture .dds files. I have tried NirfanView and Gimp2 with the applicable plugins but I can't get them to open. Do I need to import/export the files with another program to condition them so that they can be opened/modified?
What I really need is to go through an in-depth tutorial but I have only been able to find elementary guides that basically tell me what I already know (if that). My problems are due to the fact that I don't know how all of these things work together to make a working file. It's like I am building a circuit and load a counter with data and clock it with a rising edge when the component requires clocking with a falling edge and so I get corrupt data. If I learn how the counter works and how to properly apply my inputs then the circuit will work.
I would really like to know these things (and should), but I can't find a source for the information. I know that someone knows because they have created complex mods, such as with CBBE body, but I don't know where they got their information. As I said above, I am currently trying to modify a mesh in an existing mod but what I would really like is to know how to do this. I appreciate all information, but Please don't tell me that 'there's tons of this stuff online, just Google it' unless you can direct me to a particular site because I have spent a bit of time looking...and looking...and looking...and looking...
Thanks again.
So i'm trying to use WebGL to offload some of the data processing needed for the image later.
I have two stages, first I'm trying 'render' unsigned ints to a texture.On the second pass, I read from this texture and render to the canvas.
If i define the texture as RGBA than I have no problems. But when I change the format to RGBA32UI, I keep getting:
I reduced my shaders to a single pixel and still getting the same error.
Texture is initialized like this :
and inside the fragment shader I have two color types :
Thanks for the help!
gman51.5k1717 gold badges121121 silver badges219219 bronze badges
BelkinBelkin
1 Answer
The issue is you're using COLOR_ATTACHMENT1 and skipping COLOR_ATTACHMENT0.
IIRC you need to start at attachment 0 and work your way up.
Also you should probably be checking the framebuffer is complete with
gl.checkFramebufferStatus
Also, integer textures are not filterable so you need to change
gmangmangl.LINEAR
to gl.NEAREST
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