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How vanilla skyrim make the strange lighting in body disappear?


barjack

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Posted

I made this kind of ring shaped lighting disappear by painting body_sk.dds darker in my thread,,but i compare my _sk.dds with vanilla  femalebody_sk.dds,,i found vanilla's texture doesn't paint dark.you can see it below.I've checked all my shader flag setting all the same with vanilla's body.so,,how vanilla's body make this kind of ring lighting disappear?

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post-138131-0-12955600-1390999613_thumb.jpg

Posted

try to download Dry skin or No More Ugly Bronze Shine or some other mods that replece female**_1_s

 

 

if you don't have the following folders, texture/actor/character/female, make them then and put your sk dds in the female folder, vanilla will use it then

 

I already know using darker texture of xxx_sk.dds to make it disappear.What i want to know is how vanilla game make it happen by using normal xxxx_sk.dds without making it darker.

 

>>speedynl

 

I tried to make a /actor/character/female/ folder and put my xxxx_sk.dds into there,but that ring lighting is still there.

 

Edit:

ps..I've edited both nif texture path and CK texture set path,,and this kind of effect is still there by using vanilla xxx_sk.dds.

Posted

 

 

I already know using darker texture of xxx_sk.dds to make it disappear.What i want to know is how vanilla game make it happen by using normal xxxx_sk.dds without making it darker.

 

if you look at the vanilla sk file and 1 that comes with any texture pack you see the difrent, any texture pack use only a small body color file, while vanilla use a complete body texture, thats prolly the reason vanilla works without darking it, its already kind of dark from it self

 

simple test use the vanilla sk with any body texture mod, and see if it still have that glow/light effect

 

edit 

another test make the body-0/1 texture a sk dds and see if that works, i quess it shoud works because the 0/1 dds is kind of dark to

 

 

Negative,,I applied vanilla  femalebody_1_sk.dds into my customized body mesh,the ring shaped lighting is still there,also,,i created a new sk.dds with diffuse map(color map),with the same size of my diffuse color map(2048x2048),the ring-shape lighting issue is still happening.There must be other stuff vanilla body used.

 

Posted

mm well i don't have a original vanilla body, but the last thing i can think of, is turning of the, cast/recieve shados, and or light fade/soft lighting, if that don't work then i'm out of idea's

 

there you go,,vanilla body,male/female,,_0 ,_1,,,I'm sure shadows /soft lighting map flags are on in vanilla setting.

 

I'm thinking maybe vanilla's body blending it's _sk.dds with detail map's color something,,but i can't see how Bethesda did it from CK...really confusing about this.

vanilla body.7z

Posted

 

 

mm well i don't have a original vanilla body, but the last thing i can think of, is turning of the, cast/recieve shados, and or light fade/soft lighting, if that don't work then i'm out of idea's

 

there you go,,vanilla body,male/female,,_0 ,_1,,,I'm sure shadows /soft lighting map flags are on in vanilla setting.

 

 

I'm thinking maybe vanilla's body blending it's _sk.dds with detail map's color something,,but i can't see how Bethesda did it from CK...really confusing about this.

 

I see what you are saying now.

 

Maybe it's not "how" Bethesda did it with CK. Maybe it's what they did it with.

 

Every body texture set I have at hand, the femalebody_sk.dds file is 512x512 pixels or larger.

The Bethesda Vanilla female_sk.dds (from the .bsa file) is 256x256 pixels. Maybe the amount of stretching that texture over the mesh prevents the graphic defect.

 

As an experiment, take a copy of your femalebody_sk.dds and downsize to 256x256 and see if that works.

Posted

 

 

 

mm well i don't have a original vanilla body, but the last thing i can think of, is turning of the, cast/recieve shados, and or light fade/soft lighting, if that don't work then i'm out of idea's

 

there you go,,vanilla body,male/female,,_0 ,_1,,,I'm sure shadows /soft lighting map flags are on in vanilla setting.

 

 

I'm thinking maybe vanilla's body blending it's _sk.dds with detail map's color something,,but i can't see how Bethesda did it from CK...really confusing about this.

 

I see what you are saying now.

 

Maybe it's not "how" Bethesda did it with CK. Maybe it's what they did it with.

 

Every body texture set I have at hand, the femalebody_sk.dds file is 512x512 pixels or larger.

The Bethesda Vanilla female_sk.dds (from the .bsa file) is 256x256 pixels. Maybe the amount of stretching that texture over the mesh prevents the graphic defect.

 

As an experiment, take a copy of your femalebody_sk.dds and downsize to 256x256 and see if that works.

 

 

it's not about pixel size i think,,i've tried vanilla 256x256 _sk.dds few times,the ring lighting is still happening..hmm,maybe it's about diffuse color,,because vanilla's diffuse skin color is a bit dark,,i'll do some experiments.

 

  • 2 months later...
Posted

Stumbled into this thread kind of by accident (I was looking for something completely unrelated, but it was a short thread so I finished reading it) - I've got this exact same problem occurring but only with particular lighting effects.  My characters all look just fine when lit up by firelight, torches on nearby walls, and most forges.  However, I get this effect every time I turn on a wearable lantern (especially if it is on the front right belt-loop) or if I stand too close to a forge inside a building.  The effect is especially pronounced on my character's face.

 

Usually I'm using the CBBE body with one or more texture replacements (body and face), although the effect appears no matter which body type I employ.  I'm not using an ENB so that's not the culprit.  Frankly I think it's just something to do with the way lighting works on very close objects.  It would probably show up on other objects as well, but usually the PC is the only relatively smooth textured (skin in this case) even moderately high resolution object of sufficient size to notice the effect on.  About the only way to check would be to wear one of those smooth latex catsuits - which really isn't my thing so I'm never noticed the effect on anything but bare skin.

 

Although I would be curious if there are any other mods we had in common that others aren't using - even if they affect lighting only indirectly or affect reflected light and no one has caught it so far.  Something like "static mesh improvement" or the like might be the cause (not that I'm suggesting that particular mod, it was the first one that came to mind based on how it works).

  • 4 months later...
Posted

I get that effect on my laptop install if I have optimised my skin textures using TEXTURES OPTIMIZER. If I replace them again with the properly blended, non-optimised ones, the effect disappears. :huh:

 

sorry,i stopped my project for a while,now i'm back.

That texture optimizer probably changed compression format,from dxt5 to dxt1(or dxt3?).

I'll do some experiments,,maybe this is the key to answer this strange shader problem.

You can try to change your texture compression from photoshop.Please let me know if you find the answer.

Posted

No matter which compression you choose (I will say to keep it at DTX1), try saving it out with a black alpha channel. By default, because DTX requires an alpha channel, saving an image out with no extra alpha channels will automatically give the image a solid white alpha channel (for 100% opaque). If you force the channel to be solid black (100% transparent), the chrome effect should disappear, though I am unsure if the _sk's effects will remain. It is similar to painting the _sk's color channel's black, but leaves those channels untouched--yes the game will read the alpha channel and the chrome effect will disappear (you may have to do this with all _sk texture files since vanilla skin textures will also have the chrome effect on custom bodies/hands/face).

 

Aside from the texture file itself, I think it has more to do with the skin's shader in the .nif file because the male bodies don't seem to have this issue. I'll try to copy them over and see what happens...

 

...and that didn't change anything. Well, I think the best option for now is to alpha out the _sk if you don't want to actually color the texture itself black. Keep in mind that DTX1 can only save 1-bit alphas, so it has to be either solid white or solid black. If you save it out as DTX5, it can store 8-bit alpha, so you can have the alpha map be any shade of gray and that should be fine too. I can't take any comparison screenshots at this point, but do experiment and let me know what your results are.

 

Hope this helps!

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