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Tona Airy dress... before post to get help xD


ecchiless

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Im porting a tona's drees, the problem is when i add the underwear or the short pants to the armor, u can c trough the dress, argh see the pictures, hope u can help me(is not a mesh problem)

 

http://imageshack.us/photo/my-images/854/hole1v.jpg/

 

http://imageshack.us/photo/my-images/109/textok1.jpg/

 

http://imageshack.us/photo/my-images/718/textok2.jpg/

 

http://imageshack.us/photo/my-images/11/hole2w.jpg/

 

http://imageshack.us/photo/my-images/28/maxmeshes.jpg/

 

Any help is rly welcome ^^

 

ps looks like the img function is not working for me, lol

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This is no texture issue. Nor is it a mesh issue. The magic word here is "Skinning". The 2 meshes are assigned different skin modifiers, which are apparently not very compatible, and cause clipping - that means that they are intersecting.

 

You'd have to tweak the skinning of one of the meshes for this issue not to happen. An easy way would be to go to frame 10, and auto-key the legs upward (so it looks similar to the sneak position). Then paint/tweak the weights on the problematic vertices until no clipping occurs, then simply delete the animation keys and export again.

 

If you want to make sure there's no more clipping, you can always import the animations (idle, sneak, etc.) into 3ds max and check it.

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FYI, all your texture paths in the .NIF files are

 

"c:\program files (x86)\..."

 

When it should just read the path from

 

"textures\..."

 

Example: "c:\program files (x86)\the elder scrolls v skyrim\data\textures\armor\tona\airy-lily\hotpants_black.dds" should only be "textures\armor\tona\airy-lily\hotpants_black.dds". Notice there is no backslash at the start of the paths.

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Wouldn't have missed this :)

There's only one issue that's bothering me - backface culling. Both the armor and the boots are slightly wider than the body, which isn't bad, but when you look inside you can see through them, since the faces that are facing away from the camera aren't being rendered.

 

I'm positive there was a way to turn that off somewhere in Nifskope... *looks at tutorials*... *rummages through all NifSkope properties*... Argh, but for the life of me I can't find it!

It's definitely somewhere within the BSLightingShaderProperty though. I've solved it by copying this branch from another, non backface-culled nif and replacing the textures with your original ones. You'd have to do that for all the meshes though.

 

P.S. The model will still appear culled in NifSkope, you only see the difference in the game.

 

Edit: Here's the problem before and after the fix. Note the sleeve and collar. The same happens with the boots and pants:

 

Backface Culling:

 

f1g5zwxwjbuy.png

 

 

No Backface Culling:

 

1vk8un6cqmn.png

 

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By adding a NiStencilProperty to the boots will make it show the interior faces' date=' that should do it.

[/quote']

 

I used the double side in the shader tags and is working now, but i need to fix some vertex, cause the weight or is too much or too little and to be honest i dont use max a lot, im more a c4d guy, and i do more architectual stuff, so no bones no weights ^^, still many thanks for the tip.

 

Cheers o/

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