Thanks VP, I'm using that in my
bumpmap's txi (minus the xbox line).
So, yesterday I was too busy to mod, and all I had was 10 minuits this morning before rushing out to go to work. Because of that, I haven't re-tested or confirmed anything (so maybe someone else can give it a try).
What I tried this morning:
1 - saved
bumpmap as a tga in RGB format with a white alpha 1 channel (it is similar to the in-game normal maps, pink, blue, green etc - made with the nvidia plug in for photoshop) = gave me an "Invalid
bumpmap" & crash
2 - resaved without the alpha 1 channel = "Invalid
bumpmap" & crash
3 - got rid of the colour version, and went back to the original grey version (that I ran through the nvidia plug in). Saved it in RGB format with alpha 1 = "Invalid
bumpmap" & crash
4 - resaved without the alpha 1 channel = "Invalid
bumpmap" & crash
5 - resaved as greyscale instead of RGB (it automatically deleted the alpha 1 channel) =
it actually ran in-game without the crash.
6 - turned off the computer without confirming or re-trying anything. Ran out the door for work.
I couldn't tell if the model looked any more bumpy. Maybe there is a conflict with the appearance.2da where I have the
envmap column set to CM_baremetal against the .txi that has
bumpyshinytexture CM_baremetal? Maybe I need to set the
bumpmapscaling higher, or have greater contrast in the greyscale
bumpmap.tga? Maybe the main texture's alpha 1 channel needs to be less detailed?
Anyway, I've still got things to try, but at least I got it to stop crashing by saving as a greyscale tga . If anyone else can give it a try today, and help me confirm it, that'd be great
