Comments (3)
After a bit of digging, I see that this only affects nif files with a bgsm specified. Would loading these be out of scope for nifly? Even when these are specified, there's (always?) an accompanying BSShaderTextureSet specifying which textures to load. I'd be happy just to get those working for the time being.
Unfortunately I didn't get very far scouring existing documentation on nifs. I might need to poke around NifSkope to see how they're managing to handle the texture sets correctly (assuming that this doesn't conflict with the clean room design).
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Managed to do something clean room done BGSM/BGEM files by looking at the previous work. I'll need some feedback, and ideas for how this could be better integrated with NIFs themselves. Ideally, there would be a new option to resolve bgm files, and I don't love the modifications made to streams. #37 for tracking.
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As you already noticed, FO76 doesn't carry proper texture set blocks in its NIF files. See #37 for my reply on that.
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Related Issues (13)
- request for reuse HOT 2
- static library size is too big. HOT 5
- Copy particleNorms before resizing? HOT 1
- bulk convert nif static meshes to fbx? HOT 1
- Issue handling trailing empty segments HOT 7
- how to read other game's nif file? HOT 3
- NifFile::SetVertsForShape resets shape's flags under certain conditions HOT 1
- Minor inconsistency of parameters in "Get/Set...ForShape" methods of NifFile class HOT 4
- Auto-correct env map and external emittance flags in optimization HOT 3
- Nifly doesn't read NIFs with skinned meshes without Vertex Weights in NiSkinData properly HOT 1
- NifFile::Save removing/reordering strings in the header HOT 6
- nifly handling of invalid targets in NIF files
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