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April challenge here: Elder God
March entries - Egg Bunnies
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Adventures across the 3rd dimension
Went back later to add another one and... they'd all gone. Well, all but one.
Apparently, when saving the blend file, this version of Blender deletes all materials that aren't linked with specific meshes.
It seems I should have duplicated the cube for each new material I created.
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I lay awake half of last night thinking up themes for children's books to add to the orphanage (there's basically only one children's book in Skyrim...) but then I procrastinated all day on actually writing any of it down...
Anyway, I just took the existing walls and removed the ceiling bits and saved, and at first they worked. Then one broke. So I fixed that, and the other two broke
Any an all misspellings are henceforth blamed on the cats.
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Any an all misspellings are henceforth blamed on the cats.
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And then someone on Discord gave me the advice to convert my things to LE and back again and they magically worked. And then I realised I had been stupid anyway and I have to redo everything. Except one thing that I never had to do at all.
Edit: and now that I've redone it all as well as I can, the textures are still wrong.
I guess I need to check if the UV mapping is different, in Blender...
After a nap
Any an all misspellings are henceforth blamed on the cats.
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I guess I need to check if the UV mapping is different, in Blender...
![]()
*continues to avoid using that UV stuff*
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I realised there were two textures with the same name but 01 and 02 at the end, and I had missed changing the 1 to a 2, which is easily enough done in Nifskope. So I didn't need to use Blender and go through all the fiddling because Blender loses the collision data etc...
Except when I previewed them in CK this time, the texture was rotated 90 degrees
So I have to fix them in Blender anyway. Poop.
Edit: Fixed them, got back in the CK, and realise that another texture was also wrong. Go back and fix that (only nifskope and the SSE/LE/SSE conversions though) and then realise that the doorway that I have now redone a couple of times, is too small and lack the wooden beams on the sides that the other wall pieces have, leaving gaps everywhere.
Might be an easy fix. Might not.
Edit2: Not an easy fix, no...
And it really bugs me that I originally made the doorway wider and with those wooden things that are now missing. And probably slightly taller too. (It's rather baffling why, when I just copied an existing piece and changed textures, it's ever so slightly too small? All pieces are supposed to be the same size!
Edit3: Turns out I still had the old blend file and could export that bit again so it was a failry easy fix. Except I forgot the shadow bits so I have to do it again. (At least I realised why the shadow went poof, as I was writing this
Any an all misspellings are henceforth blamed on the cats.
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I filled in a window by removing the window mesh and then adjusting the wall mesh by adding new faces where the window once was. I've tried various smooth and flat settings and I've made sure the faces face the right direction and normals don't need to be flipped. I'm out of ideas. You?
Edit: I have now ruined more walls (this time by making holes for windows. Or one hole, but I'll need more windows later...) - I'm now considering whether it would be easier to just rebuild the darn walls from scratch.
Any an all misspellings are henceforth blamed on the cats.
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For the filled in windows I'm considering getting rid of those faces again and redo the old faces to cover that area too, but that would probably also end up looking wonky somehow.
Any an all misspellings are henceforth blamed on the cats.
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