---nikoli Posted May 5, 2017 Posted May 5, 2017 I've been having an issue with these ears in-game, their currently set up with an esp to give them to all Dark Elves. In Nifskope I've tried reducing gloss, changing the normal map, shader type, changing just about everything in the BSLightingShaderProperty, and STILL am having issues with extreme reflection or gloss at certain angles. I'm currently not running any EMB's. Any help would be appreciated... DarkElfEars.zip
---nikoli Posted July 20, 2017 Author Posted July 20, 2017 This is just a bump because I still haven't been able to fix this issue...
shadow866 Posted July 22, 2017 Posted July 22, 2017 Well it could be alot of reasons. Could be lighting mods(if you got any) or it could be textures or meshes or a simple mod conflict, 2 mods that try to modify the same thing? Maybe the textures\actors\character\darkelffemale\femaleears_s.dds is just way to reflective. You could try finding a replacer Specular to see if it reflects less light or if you got any gimp experience just modify the femaleears_s.dds file and paint it black to remove all reflection. Dunno just making wild guesses Good luck.
Nuascura Posted July 22, 2017 Posted July 22, 2017 The ears on the left right? Dunno if this is related, but, it kinda looks like stretched cum textures...
Guest Posted July 22, 2017 Posted July 22, 2017 i could recreate you maps to fix the issue but i have to work if no one does it before then, i'll be back in 8 hours
RomeoZero Posted July 22, 2017 Posted July 22, 2017 Its just a normal map without specular in its alpha channel. U can fix it nifskope,load your ear mesh : Either disable specular shader flag in BSLightingShaderProperty > Shader Flags 1 >SLSF1 Specular (✓) or tone it down - BSLightingShaderProperty > Glossiness > 400\600 (lower val = more wetness str) \_ Specular Strength > 0.2 (higher val = more spec power)
---nikoli Posted July 27, 2017 Author Posted July 27, 2017 Its just a normal map without specular in its alpha channel. U can fix it nifskope,load your ear mesh : Either disable specular shader flag in BSLightingShaderProperty > Shader Flags 1 >SLSF1 Specular (✓) or tone it down - BSLightingShaderProperty > Glossiness > 400\600 (lower val = more wetness str) \_ Specular Strength > 0.2 (higher val = more spec power) I've tried most of what you've said already, though I didn't know glossiness could go past 100. Still have issues under different lighting conditions, though it appears the gloss was the main problem, it's nowhere near perfect... Thanks for the assistance, I guess I'll keep playing with it till it pisses me off enough to toss it.
Andy14 Posted July 27, 2017 Posted July 27, 2017 The Nif: The Shader Type is set to Skin Tint - that's right. You should copy the BSLightingShaderProperty from your Body-Nif or set all values exactly the same (including flags) as in the Body. The textures: Because you use Skin Tint, your normal map is wrong. You need an ObjectSpace Normalmap (you have Tangent Space). xNnormals (goggle it) can be used for this.
foreveraloneguy Posted July 27, 2017 Posted July 27, 2017 Part of the problem is that the nitrishape has the "has normals" flag set to yes. Change it to false. That should take care of at least some of the problem.
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