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Glossiness (?) problems - Oblivion and blender 2.49b


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Posted

For Oblivion, I'm modifying an existing static piece in blender 2.49b.  Editing an object, I deleted some triangles, added a couple of triangles (no new vertices), and applied the same texture as the neighboring triangles.  The new triangles are in the middle, the band that goes to the top.

 

https://imgur.com/cDgMphe

 

In Nifskope, the glossiness (or reflection?) of the new triangles is not the same as the old triangles.  I don't know why.  It's the same object, the same material (Can a object have more then one material?).

 

Another question : Is there a way to see and edit the color of a vertex?  Not by painting it again, but by editing the RGB value.

 

Thanks!

 

Posted
8 minutes ago, YoJeff said:

For Oblivion, I'm modifying an existing static piece in blender 2.49b.  Editing an object, I deleted some triangles, added a couple of triangles (no new vertices), and applied the same texture as the neighboring triangles.  The new triangles are in the middle, the band that goes to the top.

 

https://imgur.com/cDgMphe

 

In Nifskope, the glossiness (or reflection?) of the new triangles is not the same as the old triangles.  I don't know why.  It's the same object, the same material (Can a object have more then one material?).

 

Another question : Is there a way to see and edit the color of a vertex?  Not by painting it again, but by editing the RGB value.

 

Thanks!

 

If you deleted triangles, then they were deleted from the UV map

-

 

color of a vertex? And what is it? slope of normals (shadows using normals? - In 3dsMax - this is shown as a modifier, it seems it can be painted, but I haven’t tried it)

Posted

Editing an object, I deleted some triangles, added a couple of triangles (no new vertices), and applied the same texture as the neighboring triangles.

 

In blender, you can apply a color to vertices, and it modifies the color of the object.

Posted (edited)

Upload the nif.

I don't see anything in your screenshot because you have everything in tree view in NifSkope but you haven't opened the trees. I don't even see if it is a NiTriStrips or a NiTriShape. Is it one part? Has it Vertex color? It looks like left and right have dark vertex color but the middle has all settings on 1

 

Here a wall with dark parts, the depressions on the wallcrest. The dark is Vertex color. Vertex Color setting is in NiTriStripsData / NiTriShapeData.

Spoiler

VColor.jpg

 

 

You see the dark settings.

 

If you remove "Has Vertex Color" the wall will be  uniformly white without dark parts.

 

 

And without Vertex Color you can use the  NiMaterialProperty  color setting and set the whole wall dark.

Spoiler

VColor2.jpg

 

But again, upload the Nif.

 

EDIT:  yes old NifSkope version, I don't like and need the new versions

Edited by fejeena
Posted

Link to the nif CastleWall01 is the original, CastleWall01R is the one I modified.

 

Image : In the three objects, I have added six triangles, the green points, but no new vertices.  I don't get why the triangles have a different colors from the neighbors.

 

I'm also more interested in the different glossiness that I see in Nifskope.  Since it's at the object level, it should be the same for the new triangles?

 

Thanks

Posted (edited)
2 hours ago, YoJeff said:

Link to the nif CastleWall01 is the original, CastleWall01R is the one I modified.

 

Image : In the three objects, I have added six triangles, the green points, but no new vertices.  I don't get why the triangles have a different colors from the neighbors.

 

I'm also more interested in the different glossiness that I see in Nifskope.  Since it's at the object level, it should be the same for the new triangles?

 

Thanks

I updated the vertex welding and then the normals ,
 Don't know,. whether you need it or not...

 

bandicam2024-06-2020-51-05-915.jpg.ac579d5fc9f2c2e1192ecdedef7ec5a8.jpgbandicam2024-06-2020-51-31-690.jpg.ae1cc3ddb130bd43bd79904debff8b08.jpgbandicam2024-06-2020-51-50-038.jpg.3c4cba623eb2a960af893496c3d9e528.jpg

 

0R.nif0.nif

bandicam 2024-06-20 20-51-31-690.jpg

bandicam 2024-06-20 20-51-05-915.jpg

Edited by TDA5
Posted

TDA you removed the Vertex Color in all parts of the nif. Then all the dark parts are gone. It looks uniform but if you combine it with other Vanilla wall nif there can be different brightnesses at the joints.  And the collision is gone in your nif

 

Here with Vertex color and some moved UV maps. Still not perfect, there are some texture seams.

CastleWall01Rtest.nif

 

YoJeff the Glossiness is the same in all parts of the nif (original and your nif ) . See NiMaterialProperty , the Glossiness is 25.  Gloss settings can make a nif shiny or look a little wet.

Vertex color in NiTriStripsData or NiTriShapeData add  dark parts / shadows.

 

Posted (edited)
38 minutes ago, fejeena said:

TDA you removed the Vertex Color in all parts of the nif. Then all the dark parts are gone. It looks uniform but if you combine it with other Vanilla wall nif there can be different brightnesses at the joints.  And the collision is gone in your nif

 

Here with Vertex color and some moved UV maps. Still not perfect, there are some texture seams.

CastleWall01Rtest.nif 68.86 kB · 0 downloads

 

YoJeff the Glossiness is the same in all parts of the nif (original and your nif ) . See NiMaterialProperty , the Glossiness is 25.  Gloss settings can make a nif shiny or look a little wet.

Vertex color in NiTriStripsData or NiTriShapeData add  dark parts / shadows.

 

Well, I don’t do all the work for the author, let him see if my solution suits him...

===

Most likely, when he added more triangles, new normals appeared, but he did not update them (for uniformity). That's his whole problem.

 

Edited by TDA5
Posted (edited)

Another test  mit Vertex Color and better UV map

CastleWall01Rtest3.nif

 

Vertex Color / shaows

Spoiler

YoJeff : your nif without Vertex Color in the new parts

vc1.jpg

 

 

 

And with Verxex Color in my nif

vc2.jpg

 

 

And  if you remove all Vertex Color in the nif, like in TDA's nif

vc3.jpg

 

No new Nif, I can't use Blender. Only NifSkope editing

Edited by fejeena
Posted (edited)

fejeena Thanks for the nif, you fix my problem perfectly!

 

It was difficult for me to understand what you did, since at first glance, the list of vertex colors is the same.  But I saw the last four vertices had a different color (that you changed manualy, I presume?)

 

I then realized that those vertices were duplicated (during the export process (?), because they're not duplicates in the blender file.)  That's kind of frustating, because I'd rather do all the work in blender.

 

Thanks for the work on the UV.  I think I'll add a bump in the middle instead of having the flat surface.

 

Thanks again!

 

The strike at my nearest library has ended, I'll be able to go back for the "Blender 2.49b for dummies".  I had read the 3d portion, I'll have a look at the painting section!

Edited by YoJeff
Posted
On 6/20/2024 at 4:56 PM, TDA5 said:

Well, I don’t do all the work for the author, let him see if my solution suits him...

===

Most likely, when he added more triangles, new normals appeared, but he did not update them (for uniformity). That's his whole problem.

 

When I ask blender to draw the normals, they look the same for the old and new triangles.

Posted

Yes all manually in NifSkope.

Most  parts had only 2 triangles = four Vertex Color entries. But some had more

Spoiler

 

         Your nif

vc4.jpg

 

 

 My changed Nif

vc5.jpg

 

Just a color copy-paste work. You copy the color number from the neighbor triangle.

 

Best you change the Vertex Color without textures in the nif, you can see the changes better.

 

Of course moving UV map is better with textures

Spoiler

some moving and shifting. And in one part also a rotation and scaling.

vc6.jpg

 

And the new/middle part with a bump/projection on a wall is a good idea. Better to hide textures seams.

Posted (edited)
7 hours ago, YoJeff said:

When I ask blender to draw the normals, they look the same for the old and new triangles.

Unfortunately, I don’t work with modeling in Blender, I only do autoskinning and a little animation in versions 3+, so I know almost nothing about modeling in this... But, what I described is from my practice in 3dsmax.

 

(When I loaded your model into 3DS Max, I saw blue (non-directional, new normals), they were visible in the EditNormals modifier)

Edited by TDA5

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