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Dark Textures? Problem with Certain Textures


LaEspada

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Posted

So I was trying out the Valkyrie Venslar set and I noticed that I got some really dark textures that weren't normal.

 

They were much darker than they should be, and I'm not sure what could be causing this problem. It seems to only happen when exposed to certain lighting conditions. Typically indoor lighting.

 

Like here's when I'm in the Alternate Start,

 

w/ ENB

post-48180-0-75229300-1483651793_thumb.png

w/o ENB

post-48180-0-43741300-1483651800_thumb.png

 

In the Drunken Huntsman,

Here we can see that the candle light on the table doesn't make the textures go dark

with ENB

post-48180-0-27996000-1483652045_thumb.png

without ENB

post-48180-0-55029500-1483652035_thumb.png

However, the light from the fireplace does make the textures go dark.

with ENB

post-48180-0-83168100-1483652062_thumb.png

without ENB

post-48180-0-51725300-1483652054_thumb.png

 

Here's outside of Riverwood/Helgen

Outside w/ ENB

post-48180-0-28126200-1483651822_thumb.png

Outside w/o ENB

post-48180-0-20975300-1483651812_thumb.png

 

I noticed that some other armor sets have this same texture problem like the Celine Outfit, UNPB My Love III, and a few others I can't remember off the top of my head.

 

Does anyone know what causes this?

 

I'm using ELE-lite and relighting skyrim for my lighting mods.

Posted

 

It didn't work, at least on the Valkyrie Venslar and the Celine Set it didn't.

 

EDIT:

 

I think I found the reason, the NiAlphaProperty attached that caused the issue. It fixed the dark textures on the Celine and Valkyrie when I removed it. Not sure why it breaks this one, since on other armors the settings are exactly the same.

Posted

Is the outfit one piece? If it is when you readd the alpha property the clothing under he feathers are probably going to go invisible.

 

It's multiple pieces, and yea, when I deleted the NiAlphaProperty on that nif with the feathers I get really bad black outlines. Didn't go invisible. The feathers are fine though without messing with it.

 

it fixed the dark textures on everything else.

 

EDIT:

 

It's not relighting Skyrim or ELE-lite. I just un-installed those mods and tried it without it. I still get dark textures.

Posted

Sometimes some of the stuff from places like 3DM can have some weird things on them. Wish there were more black desert files out there to work with.

 

Yea I've always noticed that black textures stuff always comes from 3DM. Lots of good stuff, but there's always little issues that plague it.

Posted

I had one that the outfits were colored gem/crystal but they had a weird flickering on them and one day dicking around in nifskope I decided to delete the mesh and see what would happen turns out nothing happened because there was another copy of the outfit on top of the other one. Which is what was causing the flickering so deleting the other copies out of the nifs made them look and work great.

 

I think many times they don't have all the knowledge on how to do something so they just do what will work even if it doesn't look or work right.

Posted

couple of things to do with weird lighting issues can often be fixed by :

 

in nifskope -

face normal - > smooth normal -> update tangent space

add an "assume shadowmask" flag to the 2nd dropdown box in the shader properties

Posted

couple of things to do with weird lighting issues can often be fixed by :

 

in nifskope -

face normal - > smooth normal -> update tangent space

add an "assume shadowmask" flag to the 2nd dropdown box in the shader properties

 

That fixed it somewhat, but now I get very strangely behaving shadows that that portion.

Posted

I know what it is I forgot about it till just now. Valkyrie Venslar is a black desert online armor and what they are doing is loading a .xps/mesh/a.mesh.ascii file and those files usually have 2 layers a outside layer and a inside layer you must export each layer 1 at a time from blender if you do not do this and try to go the lazy way the 2 layers will get fused together and the inside layer will become the outside layer. To fix it right click the mesh and go to mesh - flip normals then save as.

Posted

I know what it is I forgot about it till just now. Valkyrie Venslar is a black desert online armor and what they are doing is loading a .xps/mesh/a.mesh.ascii file and those files usually have 2 layers a outside layer and a inside layer you must export each layer 1 at a time from blender if you do not do this and try to go the lazy way the 2 layers will get fused together and the inside layer will become the outside layer. To fix it right click the mesh and go to mesh - flip normals then save as.

 

Nope, didn't work.

 

Here's a copy of the originals

Valkyrie-Venslar-armor_1.nif

Posted

Outfit mesh in outfit studio should look like this.

 

 

post-25667-0-43462000-1483663739_thumb.jpg

 

 

The nif you posted shows that they did exactly as I stated. But for this one you said the flip normals didn't work. But if you look at the mesh in outfit studio you will see the bad spots. To tell if it's a 2 layer piece load it into outfit studio and hide the body and look inside the armor/outfit if you can see through it then it's a 1 layer item if you look in and see a layer then that means it has 2 layers.

 

I have always seen the brown as bad as there is something wrong with the mesh. Might not be able to fix it except maybe in something like blender or other 3d tool.

 

 

post-25667-0-28173000-1483663965_thumb.jpgpost-25667-0-78046700-1483663977_thumb.jpgpost-25667-0-94769400-1483664058_thumb.jpg

 

 

 

Posted
In this Nif, almost all BSLightingShaderProperty is wrong.

This happens when BSLightingShaderProperty is copied only.

 

Feathers - Meshs:

Environment Map? -> Default is correct.

In ShaderFlags 2: Also remove EnvMap_Light_Fade (if ShaderType is Default) -> set Assume_ShadowMask

 

Alpha: 4846 | 100 -> 4845 | 40

 


Skirt, Cuirass and Cloak - Meshes:

Remove Alpha. Set Assume_ShadowMask (ShaderFlags2)


 

 

 

General:

Vertex Colors is correct. Only people who do not know how to correct causes will treat symptom.

 

Flip Normals is not necessary. Flip Normal almost never necessary, Face Normal has the same effect (even on individual faces, flip just the complete mesh).

 

 

 

 

If you use Tri's: Replace CT_STATIC with CT_MUTABLE in ConsistyencyType in all meshes.

 

 

Normalize all meshes (face normals) and then update the Tangents (Update Tangent Space).

 

 

Or post the textures, I'll try to fix.

Posted

If it's just a BSLightingShaderProperty thing then the easiest way to fix that would be to load up a nif with a working BSLightingShaderProperty and right click the BSLightingShaderProperty and go to block - copy branch then load the nif that has the bad BSLightingShaderProperty and right click the line in the left list and go to block - remove branch then either right click the armor/outfit and go block - paste branch or click the armor/outfit in the nif and then right click the first line that is highlighted in the left list and go to block - paste branch.

 

Once all new BSLightingShaderProperty has been added for the bad parts. Save as to overwrite the nif and the added BSLightingShaderProperty's will move to their correct spot. Then all that is needed is to readd the texture paths for each item.

Posted

If it's just a BSLightingShaderProperty thing then the easiest way to fix that would be to load up a nif with a working BSLightingShaderProperty and right click the BSLightingShaderProperty and go to block - copy branch then load the nif that has the bad BSLightingShaderProperty and right click the line in the left list and go to block - remove branch then either right click the armor/outfit and go block - paste branch or click the armor/outfit in the nif and then right click the first line that is highlighted in the left list and go to block - paste branch.

 

Once all new BSLightingShaderProperty has been added for the bad parts. Save as to overwrite the nif and the added BSLightingShaderProperty's will move to their correct spot. Then all that is needed is to readd the texture paths for each item.

 

In general, you are right.
But in this nif, he really needs different shader types.
In this Nif, different shaders must always be used.
 
They are meshes, which need Environment Shader Type - and, of course, the corresponding textures.
And there are meshes that do not need the environment (no textures are available).
 
In the Nif (as in the download) everything is copied (as you just described) - in this case - bad decision.
 
Actually, the "really" essential errors have already been described here.
Rahrahrah has already explained the essential things.
 
I have only extended it somewhat - with regard to the shader types used and the correct settings for it.
Posted

Another option they could do if they wanted to was to start with a whole new file. There is a valkyrie model on deviant art. Just download it get the plugin to allow loading .xps/generic mesh and upload it into blender export each piece out 1 at a time in .OBJ format. Then use outfit studio to get the files into it using the start new project. Scale and adjust the body and armor to close fit add bone nodes. Export with reference and do any weight paint touch ups if needed.

 

This is currently what I have been doing.

 

 

post-25667-0-26052000-1483726164_thumb.jpg

 

  • 6 months later...
Posted

 

If it's just a BSLightingShaderProperty thing then the easiest way to fix that would be to load up a nif with a working BSLightingShaderProperty and right click the BSLightingShaderProperty and go to block - copy branch then load the nif that has the bad BSLightingShaderProperty and right click the line in the left list and go to block - remove branch then either right click the armor/outfit and go block - paste branch or click the armor/outfit in the nif and then right click the first line that is highlighted in the left list and go to block - paste branch.

 

Once all new BSLightingShaderProperty has been added for the bad parts. Save as to overwrite the nif and the added BSLightingShaderProperty's will move to their correct spot. Then all that is needed is to readd the texture paths for each item.

 

In general, you are right.
But in this nif, he really needs different shader types.
In this Nif, different shaders must always be used.
 
They are meshes, which need Environment Shader Type - and, of course, the corresponding textures.
And there are meshes that do not need the environment (no textures are available).
 
In the Nif (as in the download) everything is copied (as you just described) - in this case - bad decision.
 
Actually, the "really" essential errors have already been described here.
Rahrahrah has already explained the essential things.
 
I have only extended it somewhat - with regard to the shader types used and the correct settings for it.

 

 

I've been playing around with the Venslar outfit because it's one of my favs from BDO and also trying to figure out Nifskope a bit. Following your great instructions fixed most of the problems with it except for one thing: the feathers on the hip get their normals reversed when the mesh is fed through Bodyslide which makes them display incorrectly ingame. Since the rest of its mesh group is fine, flipping normals doesn't work nor do any of the other mesh tools that I can tell.

 

Is this even solveable without exporting the mesh to Blender?

post-969620-0-42828700-1500367472_thumb.jpg

Posted

Try Face Normals in Nifskope (not Flip), afterwards Update Tangentspace.

In the Nif of Bodyslide - is in BodySlide -> ShapeData -> your project

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