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Where is my mistake?


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Posted

Right click the keywords list and pick add' date=' type armormaterial in the filter and pick the one you want.

 

If there is already a armormaterial then right click on it and pick delete to remove it, and then add the one you want.

 

 

 

 

Is all good in all esp

 

esp1.jpg

 

 

esp2.jpg

 

I used the same folder to the mesh and textures, maybe that's what creates the conflict?

Posted

Is all good in all esp

 

esp1.jpg

 

 

esp2.jpg

 

I used the same folder to the mesh and textures' date=' maybe that's what creates the conflict?

[/quote']

 

I don't see how using the same folder for the mesh and textures would cause this problem.

But it could be load order, is the esp that added the TERA smithing category loading before your mods?

Posted

But it could be load order' date=' is the esp that added the TERA smithing category loading before your mods?

[/quote']

Maybe it's this, both the esp has within the TERA smithing category,I can create an esp with only within the TERA smithing category? If yes, I must to cancel TERA Keyword in the armors esp?

Posted

Maybe it's this' date=' both the esp has within the TERA smithing category,I can create an esp with only within the TERA smithing category? If yes, I must to cancel TERA Keyword in the armors esp?

[/quote']

 

You will have to make both of the armours use 1 esp or just put them in one of the default smithing categories.

Posted

You will have to make both of the armours use 1 esp or just put them in one of the default smithing categories.

Unfortunately, I'm forced to do so :( , patience, put them all in the section Various.

Thanks anyway for giving me help.

  • 1 month later...
Posted

Hello everyone, I'm back here to write about a new problem that I found, I show you some pictures:

 

Screen_Shot19.jpg

 

 

Screen_Shot20.jpg

 

the thing you immediately notice, to make this armor I used a simple technique, namely to change the texture to the body. Now as you can see from the picture the body does not have this problem:

 

Screen_Shot21.jpg

 

I do not change anything, even when I export I keep all settings the same.

Where do you think I'm wrong?

 

Thx.

Posted

Just starting to learn textures stuff. Maybe I'm wrong.

 

I think you will need to change some settings/flags in the BSLightingShaderProperty node because the textures for skin are a bit different than the textures for armor. For example, normals for bodies are rainbow (object space normal maps), and the normals for cloth are blue (tangent space normal maps).

 

That, or copy a BSLightingShaderProperty node from another armor and then change the texture paths.

Posted

Just starting to learn textures stuff. Maybe I'm wrong.

 

I think you will need to change some settings/flags in the BSLightingShaderProperty node because the textures for skin are a bit different than the textures for armor. For example' date=' normals for bodies are rainbow (object space normal maps), and the normals for cloth are blue (tangent space normal maps).

 

That, or copy a BSLightingShaderProperty node from another armor and then change the texture paths.

[/quote']

 

I tried to copy the data of your armor, but nothing has changed, the only thing different that I found is this:

 

Untitled_1.jpg

 

is a defect that is also on 3ds:

 

Untitled_2.jpg

 

Perhaps it is the body that is missing that option.

Posted

In the BSLightingShaderProperty node

Try to change "Skyrim Shader Type" from "skin tint" to "environment map". I don't know if that will do the trick.

If that doesn't work, right click on the body mesh -> mesh -> update tangent space

 

Edit: I've loaded your model in 3dsmax and saw something about normal lines. Will take screenshots.

post-87570-13597882924124_thumb.png

Those lines are the "normals". They control how the light applies on the models when the normal texture is a space tangent normal map (blueish normal textures)

Skyrim bodies use object space normal maps (rainbow normal textures), in that case the normal lines don't do anything.

With the chainmail textures, now you have changed from object space normals to tangent space normals, so the normal lines in your model must be corrected.

 

How to do that? Well I have some hints, but I have 0 experience with the following.

I've noticed there are too many vertices (there are 1 normal line for each vertex), so I welded some vertices to be able to unify the normals after.

Then, in the edit normals modifier, select all the normals from one vertex, "unify" button

The result:

post-87570-13597882925103_thumb.jpg

Posted

Thanks 10000 times,you have solved the problem, I had to do a few more steps, delete first BSDism.. and Skin once this is done the union works. I had to reposition the model of the body but stuff 2 minutes, thanks again I learned something new ^_^

 

Screen_Shot22.jpg

 

  • 2 weeks later...
Posted

Guys I am here again to write to you for a nice problem, I put two photos so that you understand immediately what I want to talk:

Without Texture _n.dds (I think you call it bump mapping)

 

Untitled_1.jpg

 

 

With the Texture _n.dds

 

Untitled_2.jpg

 

 

Now as you can see the textures are loaded perfectly, The problem I have now (and I did not realize in two months of modify :( ) is that in the armor that I modify, the Texture _n.dds is never loaded as you can see from the picture below:

 

My Conversion

 

Untitled_3.jpg

 

 

So from what I understand once you edit a polygon the texture is adapts in automatic, but the normal maps (_n.dds) does not, and therefore will not load. How can I fix this? Among other things, it's something that other authors do not, is a very long and difficult?

Thx.

 

Edit:

Now I was able to load the normal map texture, but now I have a problem with the shadows:

Original Version

 

Untitled_3.jpg

 

My Version

 

Untitled_4.jpg

 

Now as you can see the information of "Tangents" and "Bitangents" of my version are set to zero, I can set using 3ds max?

Edit 2:

Solved, was enough to do these two steps "Missing arrays with Tangents and Bitangents. It is result of bad value in "BS Num UV Sets". Until bit 12 (4096) is not set here, both arrays are deactivated. So, do previous two steps (set 4097 into "BS Num UV Sets", update the normals data) and then right-click on NiTriShape block and select Mesh -> Update Tangent Space."

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