robinhood11 Posted January 12, 2015 Share Posted January 12, 2015 Hello, I've been working on an own armor. Everything looks fine, except for two things, which you can see in the following image: Â Â Â Â As you can see the pouch is dark, the light of the fire doesn't seem to illuminate it. And the other are those black spots on the shoulderbelts. In nifskope seems everything Ok as you can see in the following image: Â Â Â Â Any suggestions on how to fix those? :/ Especially the black spots, the dark pouch isn't that bad, because this effect only happens indoors. Â Link to comment
azmodan22 Posted January 12, 2015 Share Posted January 12, 2015 For the black spots try to select that part onf the armor and in BSlightingShaderProperties in shader Flag 2 make sure it has Double Sided. Otherwiseit could be the textures fault. Remember that Skyrim can only use "square" (power of 2) textures. i.e 256x256, 512x512, 1024x1024, 2048x20481 4096x4096. Nifskope wil show your textures correct even if they are not in the power of 2, but they will not work correct ingame  For the pouch you can play with the specular strenght a bit. Try increasing it a bit.  *Edit For the pouch try to set the Emissive colour to 0 as well. Link to comment
robinhood11 Posted January 12, 2015 Author Share Posted January 12, 2015 Hmmm... well the texture is at 2048.. and there is a "SLSF2_Double_Sided" modifier under Shader Flag 2.. :/Maybe it has something to do the way I made the ends of the belt? I cut them and deleted some vertices in 3ds max, and extended the mesh again at the borders to cover the ring Link to comment
azmodan22 Posted January 12, 2015 Share Posted January 12, 2015 If you cut some vertices then you also altered the UV maps. Check them again in 3dsmax to see if everything is in order. Link to comment
robinhood11 Posted January 16, 2015 Author Share Posted January 16, 2015 I finally found some time to look at the mesh in 3ds max, but the normals seem to be ok.. atleast from what i can tell.. Link to comment
b3lisario Posted January 16, 2015 Share Posted January 16, 2015 try some nifskope stuff right click on the mesh in 3d window -> mesh -> make skin partitions mesh -> face normals or flip normals if the normals are not ok sometimes black meshes are due the vertex color thing, not sure what it is. There is a shader flag that must be on if the "has vertex colors" on the Nitrishape say yes, or viceversa. Link to comment
MikeJones84 Posted January 16, 2015 Share Posted January 16, 2015 You can also try to add a normal modifier in max with "unify normals" checked. That might do the same as what b3lisario mentioned though. Link to comment
robinhood11 Posted January 16, 2015 Author Share Posted January 16, 2015 try some nifskope stuff right click on the mesh in 3d window -> mesh -> make skin partitions mesh -> face normals or flip normals if the normals are not ok sometimes black meshes are due the vertex color thing, not sure what it is. There is a shader flag that must be on if the "has vertex colors" on the Nitrishape say yes, or viceversa.  Is the number of bones per vertex/per partition important? tried it with 4/18 stripify triangles on and pad small partitions off. sadly didnt solve the issue :/  Not quite sure which shaded flag you ment there .. hm  and also tried adding the normals modifier with "unify normals" checked - also no improvement.  Slowly I'm starting to believe that I just apply those fixes in a stupid way and thats the reason why they dont work  If I'd upload the mesh + textures, might there be a chance one of you guys could look over it? Link to comment
robinhood11 Posted January 18, 2015 Author Share Posted January 18, 2015 Fixed it with:Exporting it as OBJ, reimporting it. than it worked... well yeah atleast that worked. Â Btw. is there a way to reduce the number of seperare NiTriShapes? Got like 10 different ones in that mesh and that is kinda annoying :/ Link to comment
JRCosta Posted January 19, 2015 Share Posted January 19, 2015 Fixed it with: Exporting it as OBJ, reimporting it. than it worked... well yeah atleast that worked. Â Btw. is there a way to reduce the number of seperare NiTriShapes? Got like 10 different ones in that mesh and that is kinda annoying :/ Â In Max you can use the Utilities - Collapse to attach objects under the same poly/mesh, this is pretty useful for those objects that use the same material (texture), grouping them under the same NiTriShape branch. Try that in your next project. Link to comment
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