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[Solved] Unlit geometry in NifSkope


Frosferes

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Posted

Having a problem where after adding tangent spaces in NifSkope, occasionally some bits of geometry remain unlit.

 

image.png.9e6b4f2c9a2890912551516f487bcf7b.png

 

I think it's a bug with the mesh data. Sometimes I've got it to fix itself by stripifying the shape then triangulating again, but no such luck this time. Anyone know how to fix this?

Posted
3 hours ago, Frosferes said:

Having a problem where after adding tangent spaces in NifSkope, occasionally some bits of geometry remain unlit.

 

 

 

I think it's a bug with the mesh data. Sometimes I've got it to fix itself by stripifying the shape then triangulating again, but no such luck this time. Anyone know how to fix this?

 

Download Blender and import it as obj, try to fix the error. Then import the obj in bodyslider

Posted
23 minutes ago, Swe-DivX said:

 

Download Blender and import it as obj, try to fix the error. Then import the obj in bodyslider

 

This is a Blender exported nif. Nothing looks off about these particular faces/verts in the Blender object as far as I can tell. It's also a skinned mesh and I'm not about to export to obj and re-rig the whole thing over a minor lighting issue. I'll see if opening in Bodyslide/Ouutfit Studio provides any new options though.

Posted
4 hours ago, Frosferes said:

Having a problem where after adding tangent spaces in NifSkope, occasionally some bits of geometry remain unlit.

 

 

 

I think it's a bug with the mesh data. Sometimes I've got it to fix itself by stripifying the shape then triangulating again, but no such luck this time. Anyone know how to fix this?

This kind of problem could not affect actual in-game mesh, check how it looks in game first (skinned).

Posted
14 hours ago, Frosferes said:

 

This is a Blender exported nif. Nothing looks off about these particular faces/verts in the Blender object as far as I can tell. It's also a skinned mesh and I'm not about to export to obj and re-rig the whole thing over a minor lighting issue. I'll see if opening in Bodyslide/Ouutfit Studio provides any new options though.

 

I never import/export nifs in Blender. I think there are some here on the forum that have succeeded, but blender does not support nif by default so there will still be a lot of problems.

 

obj files will have the skinned parts saved in the file. So on import in Bodyslider you have to add the file path, Then open the mesh in nifscope and copy the texture setting, ctrl-c window to window, 5 min. An important thing is that you do not change the number of verts, because then the bodyslider cant link the file to the previous sliders.

 

My Workflow

Export obj from Bodyslider >> Import Blender and fix all the bugs and split obejcts >> Link texture to obj and check if they sync >> Save our Blender project >> Blender export as obj >> Open Bodyslider >> Open Outfitstudio in 2 windows >> Open the Project in both windows >> Remove the mesh from Window 1 >> Import the obj in Window 1 >> Copy the texture settings from Window 2 >> Save the project in window 1 >> Close Bodyslider >> Open nifscope and open one more window in the menu >> Open the original mesh Window 2 >> Open the project nif in window 1 >> Copy Texture and alpha settings >> Close files and Open bodyslider and start with the sliders.


Old days i started with the sliders and tried it in the game, so when i had to fix the bugs i had to do every slider again.

Posted
7 hours ago, Swe-DivX said:

 

I never import/export nifs in Blender. I think there are some here on the forum that have succeeded, but blender does not support nif by default so there will still be a lot of problems.

 

Honestly I'm not really sure why the idea that Blender can't do nifs is still around. In my experience the most up to date versions of the nif plugin are perfectly capable of importing and exporting complex rigged meshes just fine, only they export with broken materials and no tangent spaces which can both be sorted in NifSkope. Any bugs I've encountered are usually minor like this one or some bones occasionally importing with odd rotations, and they usually have a simple fix.

 

I've found that optimising the nif to SSE and back to LE fixes the lighting bug but I'm a bit concerned doing that might cause some data loss. Still need to check in-game to see if it actually makes a difference like full_inu said.

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