Kenshi
Cyberpunk Armoury
In the subject of thigh-high boots
最近の変更はZvirbulisが行いました; 2020年2月26日 16時49分
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Red Cloud  [開発者] 2020年2月29日 14時36分 
So I've tweaked some things and reuploaded it, so check if it fixed the problem. Unfortunately, I can't recreate the issue on my end, so I'm not certain why they are not showing up for you.
I've experienced the same problem on my end, so I played around with the settings, and found that by changing the material of the thigh high boots to "drifter2", the boots would appear. So the problem is with the material entries for the boots and not the coding of the boots themselves.

Unrelated: the Drifter2 material is very unflattering for the boots, lol.
I noticed that the material file for "Thigh High Boots - Black" lacks a defined color map. It seems to be the only difference between it and your custom material Tinkerbell, which seems to work properly.
Well, that didn't work. I tested whether the material Thigh High Boots - Black, if modded to include a defined color map, would work, and it didn't, so that doesn't appear to be the problem.
The problem is with the normal map defined on the Thigh High Boots material. By changing it to the same as Drifter2 material, the Thigh High Boots appear, however without good colorization (solid black rather than textured). Tested with creating a new file for the texture file and linking to it, but that doesn't seem to work either.
最近の変更はEuchreJackが行いました; 2020年3月13日 16時33分
Red Cloud  [開発者] 2020年3月17日 15時46分 
Did you ever get this sorted? I wonder if it could be as simple as reinstalling the mod. Sometimes with steam and large mods things can get screwy. Other than that, my other thought was that maybe the material entry in FCS was corrupted. I tried deleting it and recreating it from scratch. Or the thigh high boot entries themselves are corrupted. I'm hesitant to play around with the armour entries for the boots because each item is registered with unique id and I think that if I deleted the boots and recreated the entry from scratch, everyone's boots would disappear from the game.
Well, I was able to determine that the material entry was the problem, not the armor entry. In fact, by changing the material entry on the boots, they would appear "normally".
Qes 2020年4月27日 10時58分 
I really hope someone figured out a solution to this. I need the community part map for other things, and the loss of these black boots gives me a frown.
Qes 2020年4月27日 11時49分 
I tried to get the boots to show up by switching the material to "drifter 2"

It did not work, assuming I did switch it on the right hand panel where the material was listed in the armor objects.
Qes 2020年4月28日 22時19分 
I played around for a few hours with the FCS trying to get the boots, ugly or of any kind to show up, and failed miserably. I've no idea why they dont show, they seem identical (to my amateur eye) to other cyberpunk equipment that does show. Changing the material for me did nothing, they refuse to show period .
sanguinis 2021年3月1日 14時43分 
The 100%-proof way to check for disappearance that I found was to talk to plastic surgeon and open character editor. Confirm - poof, boots AWOL.

re: materials, they are stored in savegame for each instance of items currently present in the world, so modding an item in FCS won't change the material on already existing item, you'd need either to spawn a new item or edit the material itself to see changes.

In the end, I resolved the issue by downscaling all textures to 2048x2048 from the original 2500x2500. Now the boots work fine.
Oh, that is probably it. The boots are probably too big or something
I have run everywhere, and yet able to find it...
sanguinis の投稿を引用:
The 100%-proof way to check for disappearance that I found was to talk to plastic surgeon and open character editor. Confirm - poof, boots AWOL.

re: materials, they are stored in savegame for each instance of items currently present in the world, so modding an item in FCS won't change the material on already existing item, you'd need either to spawn a new item or edit the material itself to see changes.

In the end, I resolved the issue by downscaling all textures to 2048x2048 from the original 2500x2500. Now the boots work fine.

And I also solved the problem with your method. I used the GIMP program; export settings: compression DTX1, generate mipmaps.
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