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Outfit Studio Causing Texture Buginess?


pokute

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Posted

Is anyone else having problems where Outfit Studio is causing .nifs to interact differently with textures? I'm having a lot of trouble nailing down this issue. My understanding of it is far too vague for a bug report.

 

It's usually pretty subtle. Sometimes it's a minor texture shift causing seams to appear. Other times it's a change in reflectivity (ie. left side sleeve being much shinier than the right). It only occurs on some meshes but not others, but it may be occuring on all of them but is just more obvious on some textures.

 

So far, I've encountered this while using the export .nif function in OS.

 

post-123869-0-73756400-1389469891_thumb.jpg

Pictures to demonstrate this weird bug. It happens regardless of which direction the light is coming from. The difference is observable regardless of angle, so I didn't bother with perfectly matching pictures.

 

Update:

post-123869-0-69723200-1389476128_thumb.jpg

A second picture to demonstrate the bug. All I did for this one was load it as a new project in Outfit Studio and then export it as a .nif w/o any other manipulations.

 

Original and Exported Nifs for the above

gloves_exported.nif

gloves_original.nif

stockings_exported.nif

stockings_original.nif

Posted

I cant barely see anything. Do you exported the reference body along with the body shape in the outfit?

 

No, there is no reference body in the original or fitted .nifs.

 

The difference is most obvious if you look at the three horizontal bands bridging the opening. Top is before. Bottom is after.

Posted

The second pic is more noticeable now. It seems that simple clipping? You need to use the brush to add volume to the outfit in those zones. And if you are making a bodyslide project to use a custom body with bodyslide, you need to do this correcting the volume in the sliders that affects the conflicting zones. Zap a slider (there's a pen button) and see how it looks and use the brush again when needed.

Posted

I'm going to have to agree with Lother on this, I can't seem to identify your issue?

 

If it's the clipping then what Lother said should suffice.

 

But I don't see any texture corruption or issues in your images. (Maybe a video is needed for us to see?)

 

Edit: I do believe I read somewhere that the OS export .nif function is not a 100% accurate on certain meshes and is going to be fixed in an update. Not sure if caused texture issues/related to your problem.

Posted

The second pic is more noticeable now. It seems that simple clipping? You need to use the brush to add volume to the outfit in those zones. And if you are making a bodyslide project to use a custom body with bodyslide, you need to do this correcting the volume in the sliders that affects the conflicting zones. Zap a slider (there's a pen button) and see how it looks and use the brush again when needed.

No, the clipping in the second example is intentional. I only imported then exported the .nif using Outfit Studio and it resulted in the same problem.

 

In the left picture (before), the two legs are the same clarity.

In the right picture (after), one leg looks much more faded.

Posted

Attach a exported mesh plz. Wanna look on it with nifscope.

Might be that normals are directed inside on one sleeve and outside on another one.

Posted

Attach a exported mesh plz. Wanna look on it with nifscope.

Might be that normals are directed inside on one sleeve and outside on another one.

 

Updated original post with original and exported .nifs

How do you see normal vectors in NifSkope?

 

EDIT: SORRY, messed up in the original upload. The boots were both copies of the original. They should be correct now. Please tell me if there're any problems.

Posted

Try to open an exported mesh with nifscope, then go spells->batch->update all tangent spaces. Save mesh, try ingame.

In case you don't have NS, see the mesh in attachment.

 

That fixed it! Both sides look the same and react the same way to light now. It works on both the stockings and sleeves.

Thank you so much!

 

So was the problem the normals thing you were talking about? Just out of curiosity.

Posted

That was tangent vectors, the... well.. right sleeve, i think, had them inverted.

 

To see this, open mesh in nifscope, find and select the NiTriShapeData of the shape you want to check, then in the block details down there you can select normals, tangents or bitangents and see them on the preview.

Posted

That was tangent vectors, the... well.. right sleeve, i think, had them inverted.

 

To see this, open mesh in nifscope, find and select the NiTriShapeData of the shape you want to check, then in the block details down there you can select normals, targets or bitangents and see them on the preview.

 

Thank you for that explanation.

 

This issue is probably fixed for the next version of Outfit Studio (180 degree normals etc.).

 

Wonderful. Thank you for all your work on this project.

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