BenChang Posted May 18, 2017 Posted May 18, 2017  So I exported 2 different versions of the same dragon static via 3dsmax. The one on the left (LHS) is the one with the problem.   You can see the bump mapping just isn't happening, it's extremely overly shiny for some reason.   I don't understand because the BSshader properties are virtually the same on both dragons. The only difference is I exported the one on the left with my desktop and the one on my right with my laptop.  A list of things I checked in nifskope:   -I checked the slsf1 tags  -I checked the slsf2 tags  -I checked the emissivemultiple value (LHS was 1, so I adjusted it to 0 like RHS). Nothing changed  -I tried to copy bsshader properties over. Nothing changed  -I checked 3dsmax and the number of polygons is the same  -I checked the lighting. Both are the same type and equidistant from their respective dragon, also ingame I tried adding additional lights. LHS was still noticeably shinier  I'm at my wit's end. What is going on? Â
Farmthat Posted May 18, 2017 Posted May 18, 2017 You've double checked that your texture paths are the same?
BenChang Posted May 18, 2017 Author Posted May 18, 2017 You've double checked that your texture paths are the same? Literally identical.
Farmthat Posted May 18, 2017 Posted May 18, 2017 "Face normals" on the mesh? I know that shouldn't be what's wrong but I've found that toggling it often helps a variety of nifskope woes.
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