RieFairy Posted November 3, 2018 Posted November 3, 2018 Hey everyone! I've been following Sun's tutorial here and I've somehow bumbled my way through it to the point that I can get the hair to show up in game. But the problem is that is lacks the textures and looks like it does when I view it in Outfit Studio. I'm wondering exactly what I've done to cause this. This is my first time trying to convert a hair myself for private use. I figured nobody was going to do it any time soon since the hair I'm working on is from the SG Hair pack. I've always liked one particular hair from that pack, so...thought I had nothing to lose! But I've done pretty much all I can do with what info I have about conversions myself, so I thought it was time I asked more experienced folks. Here is how the hair looks in Outfit Studio after Step 13: Spoiler This is how it looks in the Creation Kit when I load it up: Spoiler And this is what it looks like in-game: Spoiler I'm thinking the gaps on the scalp may be happening because the tutorial doesn't explain how to handle extra parts beyond a basic overview (this hair has a hairline file, for example.) The way I understand it, the hairline and the hair would have to be combined together in Nifskope, and that is beyond me unless I was told how. But I don't quite know what to make of the texture not being proper. So...any ideas? Failing that, is anyone here able to convert this? I'd prefer to know how to convert hairs myself so I don't have to keep asking others to do it, but I will accept anyone's offer to do it!
myuhinny Posted November 3, 2018 Posted November 3, 2018 1. Did you click on the pieces of the hair mesh in the nif and go node - attach property - NiAlphaProperty this will make anything transparent in the spots that transparency is in the texture file. If the hair has 2 nifs you'll have to repeat it in both the _0 and _1 nif. The texture files what format were they in before you converted them to the game? That black color makes me think they were .PNG or .TGA and were converted to .DDS format. Another problem you are going to face when using multi layer transparencies is that you can't stack transparency onto top of each other as the ones underneath are going to be made invisible when looked at through the first layer. For layered items you can follow the info in the link below on how to prevent the layers from turning invisible. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2#Add_transparency
RieFairy Posted November 3, 2018 Author Posted November 3, 2018 11 hours ago, myuhinny said: 1. Did you click on the pieces of the hair mesh in the nif and go node - attach property - NiAlphaProperty this will make anything transparent in the spots that transparency is in the texture file. If the hair has 2 nifs you'll have to repeat it in both the _0 and _1 nif. The texture files what format were they in before you converted them to the game? That black color makes me think they were .PNG or .TGA and were converted to .DDS format. Another problem you are going to face when using multi layer transparencies is that you can't stack transparency onto top of each other as the ones underneath are going to be made invisible when looked at through the first layer. For layered items you can follow the info in the link below on how to prevent the layers from turning invisible. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2#Add_transparency Hey, thanks for helping me out with this! Where would I go to click on the hair pieces for the 'node - attach property - NiAlphaProperty'? Is this in Nifskope? The texture files were in .DDS format, but the tutorial tells you to convert them to black and white in one of the steps and save them again as .DDS. I still have the original .DDS files and I'm wondering if I was supposed to use them along with the black and white bits in the Material Editor. EDIT: SLIGHT PROGRESS! I went back and remade the material file and used both the original DDS files and the black and white files. Now the hair looks like this in Outfit Studio. Spoiler And this in the CK. Spoiler I am guessing that the chunkiness of the strands still being present has to do with the step you mentioned above that I need to do in Nifskope?
myuhinny Posted November 3, 2018 Posted November 3, 2018 I have no clue on fallout 4 I just know outfit studios and nifskope. To add NiAlphaProperty to a item in a nif using nifskope you need to load the nif into nifskope then right click the piece and then go to node - attach property - NiAlphaProperty once all pieces that have a texture file that has transparency has had a NiAlphaProperty added to them then you can save the nif and if the texture file has transparent spots those spots will show up transparent. Spoiler
RieFairy Posted November 5, 2018 Author Posted November 5, 2018 On 11/3/2018 at 2:17 PM, myuhinny said: I have no clue on fallout 4 I just know outfit studios and nifskope. To add NiAlphaProperty to a item in a nif using nifskope you need to load the nif into nifskope then right click the piece and then go to node - attach property - NiAlphaProperty once all pieces that have a texture file that has transparency has had a NiAlphaProperty added to them then you can save the nif and if the texture file has transparent spots those spots will show up transparent. Reveal hidden contents I may just be doing this wrong, but even if I add the NiAlphaProperty onto the hair, the ends remain chunky. When I examine the hair before I converted it into a usable format for Fallout 4, it already has the NiAlphaProperty. When I try adding the NiAlphaProperty to the hair after I've followed the steps in the tutorial I was using, it doesn't seem to do anything. Funny enough, if I bring the hair into Nifskope and assign the textures onto it, it looks correct and how it should be. Spoiler I'm just a bit at a loss on how to go from here.
RieFairy Posted November 6, 2018 Author Posted November 6, 2018 The more I think about this, the more I think the chunky appearance of the hair is because of the BGSM file made in the Material Editor as part of the tutorial. Because from what I understand, the BGSM file in Fallout 4 effects both the texture, specular quality and the transparency on a mesh. I may just not have the correct settings in the BGSM file. If I could somehow get the correct ones, maybe I can solve this...
RieFairy Posted November 6, 2018 Author Posted November 6, 2018 Progress!!! Spoiler I got the hair to appear in game, with the proper transparency at the ends. The only issue remaining is that there are bits where the scalp peeks through. I am guessing this is because I need to also use the hairline nif, but I am unsure about how to combine it with the main hair. A bit of research has told me I need to combine them in Nifskope or something similar, but I am unfamiliar with how to do that. Ideas?
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