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goma minibikini silver color became black?


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Posted (edited)

I downloaded Mini Bikini - CBBE-TBD SE 3.0 long time ago and it was working fine back then

Recently I found out all the silver bikinis turned to a glossy black color like this "mini bikini 05"

1.thumb.jpg.da87fcce010bfaec2b0f72b378d1aa06.jpg

In bodyslide it has a black color as well but nothing overwrites its textures in MO2

3.jpg.6835dce5c52a03f283b4e71814246cb1.jpg

In the original post screenshot it clearly has a silver color

2.jpg.1f96d5a88933ff3628c851ee73c4135c.jpg

 

The only major change that I can think of is I changed from ENB to community shader. Could it be a lighting problem? Or should I check other things?

 

 

Edited by tommy58029
typo
Posted
3 hours ago, tommy58029 said:

Could it be a lighting problem?

 

Of course. Whenever something is rendered wrong the first thing you disable is ENB/CS/Reshade.

Posted

 

18 hours ago, traison said:

 

Of course. Whenever something is rendered wrong the first thing you disable is ENB/CS/Reshade.

 

I disabled CS and it still black

4.thumb.jpg.c5ad26fe40ef3e1a35394b165caed326.jpg

 

21 hours ago, Duburgue said:

Could be a cubemap issue.

Can you explain more about it? I did enable the dynamic cubemap in CS tho

Posted
23 hours ago, Duburgue said:

Could be a cubemap issue.

Okay it was indeed a cubemap issue. I installed  Seamless Cubemaps and Seamless Dynamic Cubemaps and somehow they don't work well with minibikini. Now the bikinis have a proper silver color once I removed these cubemap. Thanks for pointing that out!

Posted
4 hours ago, tommy58029 said:

I disabled CS and it still black

 

I realize this has already been solved so this is intended for future Googlers.

 

With 3rd party shader replacers gone, you can now pretty much limit the search to the mesh itself:

  • Vertex colors.
  • Normalmap, environment/subsurface texture, glow and specular textures.
  • Gloss, specularity, refraction, reflection and similar values.
  • Cubemap texture (like was mentioned previously).

And perhaps the fastest way to approach this without knowing what is what and which values work would be to:

  • Remove all texture references from the mesh; except for the diffuse texture (index 0).
  • Copy gloss, refraction etc. values from a known good mesh, like the vanilla leather or iron armor.
  • Remove the cubemap texture.
  • Set vertex colors to one of the extremes: white or black. This may however be a lot of work as there could be thousands of vertices. It might be possible to disable these entirely with one of the bits in Shader Flags 2.

Preferably you'd only do one of these things at a time, otherwise it'll be difficult to know which specific thing fixed the issue.

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