C5Kev Posted September 29, 2018 Posted September 29, 2018 I'm having major brain-fade here... In OS, I have arm sleeves that I'm including in a retex I'll be posting shortly. However, when viewing in game, my hand textures (standard default locations) are fucked up and can't figure out what I'm doing wrong. If I save my .osp file with no hand reference, they don't show up. If I save my .osp file with hands as a set reference, they're fucked up. Of course, both scenarios look fine in NifSkope. What the hell am I doing...it's really annoying. Can someone set me straight, it'd be much appreciated!
27X Posted September 29, 2018 Posted September 29, 2018 Fucked up isn't presenting any clues. Fucked up as in what exactly Purple fucked up? Blue fucked up? sparkly squares fucked up? red triangle fucked up? black and white fucked up? Dove gray fucked up? Black fucked up? Your description of fucked up is fucked up, cause all of the colors I'm describing happen on different texture and mesh issues. Maybe a picture, I hear they're worth a bunch of words. You also didn't state whether the original outfit came with its own body or not before you did stuff in OS. Is it a conversion of something that didn't have body slide before?
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 15 minutes ago, 27X said: Fucked up isn't presenting any clues. Fucked up as in what exactly Purple fucked up? Blue fucked up? sparkly squares fucked up? red triangle fucked up? black and white fucked up? Dove gray fucked up? Black fucked up? Your description of fucked up is fucked up, cause all of the colors I'm describing happen on different texture and mesh issues. Maybe a picture, I hear they're worth a bunch of words. LMAO! sorry, I should know better, hehehe... They look as though the mapping is weird or CBBE tex on UNP body ...or vice versa.
27X Posted September 29, 2018 Posted September 29, 2018 That looks like a misaligned UV, which means the original outfit had custom hands built in or the original body path was one of those vanity mods with daedric fingernails or some shit, or the original outfit was a DAZ or other engine conversion and the hands were a different UV or the actual texture was in a different location in the diffuse map. Case in point, that looks suspiciously like built in lipstick or someone was born with glow in the dark daedric labia
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 27 minutes ago, 27X said: That looks like a misaligned UV, which means the original outfit had custom hands built in or the original body path was one of those vanity mods with daedric fingernails or some shit, or the original outfit was a DAZ or other engine conversion and the hands were a different UV or the actual texture was in a different location in the diffuse map. Case in point, that looks suspiciously like built in lipstick or someone was born with glow in the dark daedric labia LOL! Hmm, I imported new UNP Special hands, so I wouldn't think the UV would be misaligned. I didn't have this problem before (with this outfit), so I don't understand what's going on here. AH! I noticed in NifSkope that the fingernails were referencing an old .tri file. Changed that, made new parts in BS and apparently that solved the prob. Thanks for your input 27X...it got me to look closer at the nif files. OK! Now I can pack this up and post it! Thanks all and have a nice weekend!
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 CRAP! Spoke too soon. I remade my mod zip file and reinstalled it, made new parts in BS and the same issue showed up. I've had this happen before from time to time and I can't remember what I did to resolve it. That'd be funny if it weren't so aggravating!
Andy14 Posted September 29, 2018 Posted September 29, 2018 2 hours ago, c5kev said: CRAP! Spoke too soon. I remade my mod zip file and reinstalled it, made new parts in BS and the same issue showed up. I've had this happen before from time to time and I can't remember what I did to resolve it. That'd be funny if it weren't so aggravating! Take a look in Nif. You'll probably find that the hand-mesh does not have vertex-colors. In general, the handmeshes are often a bit strange. First, check if BS Num UV Sets is set to 4097. Now, you can set Has Vertex Colors to True and then: Right click on the mesh: Mesh -> Face Normals, Mesh -> Update Tangent Space. Or, you use the sleeves without hand-mesh. Set the sleeves in NifSkope and in CK on slot 34. It is still a glove - is only linked to keyword.
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 2 hours ago, Andy14 said: Take a look in Nif. You'll probably find that the hand-mesh does not have vertex-colors. In general, the handmeshes are often a bit strange. First, check if BS Num UV Sets is set to 4097. Now, you can set Has Vertex Colors to True and then: Right click on the mesh: Mesh -> Face Normals, Mesh -> Update Tangent Space. Or, you use the sleeves without hand-mesh. Set the sleeves in NifSkope and in CK on slot 34. It is still a glove - is only linked to keyword. Hey Andy, thanks for your input. Vertex colors was cool and everything seemed OK. Yes, I initially said fuck this and did what you said about slot 34. After reading your post, I went back to check that stuff out and noticed something weird... The Sleeves.tri reference was listed under Fingernails for some reason. How that happened I have no idea. I'm not so good at NifSkope, but figured out how to add the NiStringExtraData under Sleeves, added the reference there and blew out the old one under Fingernails. That seems to have solved the problem (I hope!). But I can't figure out how that would affect the hand texture. ??? I really wish I knew this shit better! Thanks, man.
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 I'll be damned. Right after making the above post, I went back into game and the hands are now screwy again. Boy, this has me scratching my head big-time. These are ordinary UNP Special hands...no big deal. Arrgghh...
Andy14 Posted September 29, 2018 Posted September 29, 2018 3 hours ago, c5kev said: I'll be damned. Right after making the above post, I went back into game and the hands are now screwy again. Boy, this has me scratching my head big-time. These are ordinary UNP Special hands...no big deal. Arrgghh... Make the Nif neutral: First: Remove the Hand Mesh - Select the NiTriShape and press CTRL+DEL (or right click -> Block -> Remove Branch). Second: Convert the BSDismemberSkinInstances to NiSkinInstance (for Nails and Sleeves): For This right click on BSDismemberSkinInstance -> Convert -> Niski.. -> NiSkinInstance. Save the nif - now it's neutral. The Slot is now only defined in CK (ESP). In CK set the slot for the Armor Addon and the Armor to 34 (only slot 34, not 33 and 34) - and should never have this probleme anymore. PS: And remove the 1st Person nif in CK and (if is set) any SkinTextureSets for the Sleeves.
C5Kev Posted September 29, 2018 Author Posted September 29, 2018 5 hours ago, Andy14 said: Make the Nif neutral: First: Remove the Hand Mesh - Select the NiTriShape and press CTRL+DEL (or right click -> Block -> Remove Branch). Second: Convert the BSDismemberSkinInstances to NiSkinInstance (for Nails and Sleeves): For This right click on BSDismemberSkinInstance -> Convert -> Niski.. -> NiSkinInstance. Save the nif - now it's neutral. The Slot is now only defined in CK (ESP). In CK set the slot for the Armor Addon and the Armor to 34 (only slot 34, not 33 and 34) - and should never have this probleme anymore. PS: And remove the 1st Person nif in CK and (if is set) any SkinTextureSets for the Sleeves. Ah, the Hell with this! I changed things back to just the sleeves and slot 34. But I did copy your posts for future reference, so thanks man. I really do appreciate the all the info. Stupid hands!
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