timstertimster Posted April 24, 2020 Posted April 24, 2020 I'm lost. Went over this nexus post which is extremely helpful and detailed, to get familiar with transparency in texture maps. My issue is that I can't seem to work out how to blend the transparency - it's always cut out at an aliased threshold. my photoshop alpha channel - note the dark soft blotches: Spoiler And my nifskope shader flag settings - blending is enabled: Spoiler And the in-game which is like the nifskope preview: Spoiler As you can see, the medium grey in the alpha channel is actually a semi transparent effect, and shows up here as translucent blue, exactly as desired. But why are the other areas that are a little bit darker, getting cut off completely? After changing the testing threshold to 1, it was better. But here is my problem: I can't seem to get the softness to copy over, I may be using wrong DDS settings. The effect is posterized for some reason. You can see it in-game at the very edge of the hole, the transparecny is a wee bit higher, but it's posterized, ew! In the interest of community service and sharing the knowledge, I'm keeping the post instead of deleting, I realized I was exporting as explicit alpha, and should have used blended alpha. all good: Spoiler
timstertimster Posted April 24, 2020 Author Posted April 24, 2020 For purposes of posterity, here is a little tutorial on how I made a (very ugly) fully custom made armor: open reference body in Outfit Studio (OS), r.click mesh > export OBJ import OBJ in blender (observe coordinate mapping during import for correct alignment) model armor mesh, create UV map, paint and save reference PNG export armor as OBJ, include normals, UV, etc import blender OBJ to OS, copy bone weights from reference body, set correct partition (very important), possibly paint weights some more set texture maps in OS (because they're actually labeled for ease of use) export armor sans reference body as nif open nifskope and add NiAlphaShaderProperty node to NiTriData block, and r.click flags to set alpha blending details as discussed above in CK, create new ArmorAddon, observe matching biped object partitions, set nif source create new Armor, set a world object mesh, or it will be impossible to pick up, set inventory model, add armoraddon model(s) created above
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