Guest Posted August 7, 2015 Posted August 7, 2015 I have a problem with a hair mesh not showing texture in game. Paths are correct, both in nif and inside the hair record. Maybe's a shader, I don't really understand, I triple checked comparing with existing hair but I don't see anything bad. Has someone a clue for me, pretty please? EDIT: The files included probably have vertex color disabled, due to the fact that I was randomly trying everything to solve the problem. Here's a pic with vertex color on Hair.zip
Anatriax Posted August 7, 2015 Posted August 7, 2015 Do you have SSAO turned on? I've seen certain hairs do that with SSAO turned on. Not all, but certain ones.
Guest Posted August 7, 2015 Posted August 7, 2015 That's an issue in the mesh itself, it could be a shader maybe or I've missed/messed something
Anatriax Posted August 7, 2015 Posted August 7, 2015 Maybe. I've encountered multiple issues when messing with meshes and textures, myself... so I tend to stray away from it as much as possible. lol. I'll download it, though, and see if I have any luck
Kendo 2 Posted August 8, 2015 Posted August 8, 2015 That looks like a flag issue where the target mesh is picking up the background noise from the closest stable mesh (in this case the head). Edit: Looked at the nifs. Why do you have a NiStencilProperty on the mesh? You're drawing two sides of a transparency and that totally jacks with how in-game lighting interacts with the mesh. I would remove the Material_0 name NiMaterialProperty. FO doesn't use materials the way Oblvion does. You don't need the NiSpecularProperty branch. That is handled in the shader types in the BSShaderPPLightingProperty branch. Try that stuff and if it is still screwed I'll take a serious look at them for you.
Guest Posted August 8, 2015 Posted August 8, 2015 That looks like a flag issue where the target mesh is picking up the background noise from the closest stable mesh (in this case the head). Edit: Looked at the nifs. Why do you have a NiStencilProperty on the mesh? You're drawing two sides of a transparency and that totally jacks with how in-game lighting interacts with the mesh. I would remove the Material_0 name NiMaterialProperty. FO doesn't use materials the way Oblvion does. You don't need the NiSpecularProperty branch. That is handled in the shader types in the BSShaderPPLightingProperty branch. Try that stuff and if it is still screwed I'll take a serious look at them for you. I was hoping you poking in this thread, Kendo2, I do feel there's very few people around here who still works on things like these. Unfortunately, it requires your serious look, because I already tried what you wrote and none of them is the cause. The texture is not applied at all, it's an issue I already had in the past and I do remember it was something easy, but I can't remember how I solved that, damn
Kendo 2 Posted August 8, 2015 Posted August 8, 2015 Do you have a normal map and an _HL for the hair texture?
Guest Posted August 8, 2015 Posted August 8, 2015 No way, if that normal was from TW they would have sold half copies. I did it. And for "did it" I mean "click on the NVIDIA normal panel and generate a normal automatically with the default settings". Which is how I usually roll
Kendo 2 Posted August 8, 2015 Posted August 8, 2015 Okay. I thought it might be homemade so that's why I asked. I'll look at all of this tonight and add it to my game so I can see what's going on. Hopefully I can figure it out.
Guest Posted August 9, 2015 Posted August 9, 2015 I hope so, my curiosity's killing me. By the way, even the _hl is homemade. Fact is, changing textures doesn't change anything. I even tried to put MD textures...
Imperfection Posted August 9, 2015 Posted August 9, 2015 Could it be the way the mesh is constructed? In Blender when clicking on a single vert they are not connected to the adjacent triangles verts in the same strip of hair if that makes sense. When merging verts at a triangle coner I had 2-6 extra verts on some. I also noticed if you try and increase poly count by adding multires the mesh falls apart and has gaps since verts are not connected.
Kendo 2 Posted August 9, 2015 Posted August 9, 2015 A.J. You ain't gonna like this... Your port is fucked as far as game-ready meshes go. No amount of Nifscope magic can fix it. Tried everything I know to do. I'm going to PM you with an option.
Guest Posted August 9, 2015 Posted August 9, 2015 Could it be the way the mesh is constructed? In Blender when clicking on a single vert they are not connected to the adjacent triangles verts in the same strip of hair if that makes sense. When merging verts at a triangle coner I had 2-6 extra verts on some. I also noticed if you try and increase poly count by adding multires the mesh falls apart and has gaps since verts are not connected. I've noticed this is pretty frequent with high poly hair meshes, but you can see that on outfits too. The result shouldn't mess the texture in this way, as it is right now, the only issue I'm aware it's that you'l find a hard time to re-scale the mesh... I've seen this problem in the past on already existing FO hair meshes, but I can't remember what I did to solve it. I believe it's the same issue EndgameAddiction's Anita hair had, it was using a FO3 hairstyle where the texture wasn't affecting, so it was completely painted black. (PS I solved that problem with the offset on the AOs I asked you some time ago, I don't believe you're interested but in case just ask me)
Imperfection Posted August 10, 2015 Posted August 10, 2015 Hey AJ glad you got the AO issue worked out I have never worked with them before so thier structure is a little foriegn to me. I have seen many meshes with loose verts but never that many, but then I have not done hardly anything with hairs (other than break them) as they seem to also have thier own set of quirks for exporting and such. I only compared a couple hair meshes I have and it seemed the triangles were all connected to each other along each hair strip so that why I mentioned it. Hope Kendo's suggestions can help you out there.
Guest Posted August 10, 2015 Posted August 10, 2015 No worries, thanx to everyone. Hairs, like hats or heads, they all are a hell, I wish there was some more straight way to do things... there are far too many cases and "tricks" to solve them, to remember... I just hope FO4 will streamline things a little
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