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how to add transparency to an armour?


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Posted

so on the nexus there is this mod http://www.nexusmods.com/fallout4/mods/11647/? and then there is this one for it http://www.nexusmods.com/fallout4/mods/12500/? that adds transparency

 

now i don't like giant balloon tits like on the second mod so i tried to modify the original mod

 

so i put a reference body inside the 3rd armour using bodyslide (having some problems with that when its in motion skin keeps clipping through) and then i tried to add transparency using nifscope

 

that did not work so i tried a few tutorials and they also did not seem to work

 

i have attached the modified mesh file here GITS_suit03.nif can anyone tell me as to how i would go about doing the transparency thing?

Posted

right so i got transparency to work

 

but its all cross hatched unlike the second mod

 

what is this guy doing in the second mod that stops the cross hatching?

Posted

Transparency is set via Nifskope in NiAlpha property, But also under the .BGSM or Material file. You must enable Alpha testing using a material editor, otherwise it will treat all textures as solid.

Posted

Transparency is set via Nifskope in NiAlpha property, But also under the .BGSM or Material file. You must enable Alpha testing using a material editor, otherwise it will treat all textures as solid.

 

 

heres the thing the second mod is just meshes no .BGSMs no .dds files just .nifs nothing but niffs

 

also there is no nialpha property in the second mod and to change the level of transparency you just change a setting in nifskope

Posted

 

Transparency is set via Nifskope in NiAlpha property, But also under the .BGSM or Material file. You must enable Alpha testing using a material editor, otherwise it will treat all textures as solid.

 

 

heres the thing the second mod is just meshes no .BGSMs no .dds files just .nifs nothing but niffs

 

also there is no nialpha property in the second mod and to change the level of transparency you just change a setting in nifskope

 

 

Just checked your .Nif file and there is a NiAlphaProperty, also a reference to a GITS_Overalls.BGSM (Material file) Odds are the second file depends on the first files Material file, which is why none is included.

Posted

 

 

Transparency is set via Nifskope in NiAlpha property, But also under the .BGSM or Material file. You must enable Alpha testing using a material editor, otherwise it will treat all textures as solid.

 

 

heres the thing the second mod is just meshes no .BGSMs no .dds files just .nifs nothing but niffs

 

also there is no nialpha property in the second mod and to change the level of transparency you just change a setting in nifskope

 

 

Just checked your .Nif file and there is a NiAlphaProperty, also a reference to a GITS_Overalls.BGSM (Material file) Odds are the second file depends on the first files Material file, which is why none is included.

 

 

if you are talking about the file i added here thats one i modified based on the base mod i put the nialpha thing there (and after messing with some other programs and the base mods .bgsm files i got transparency to work but theres all this cross hatching on it in game that is not found in the second nexus mods link)

 

 

but the second mod without altering the first ones textures or .bgsm files adds transparency and i have no idea as to how it is doing this

Posted

okay i made some progress

 

so it seems the second mod that modifies the first mod does not use the BGSM from the first mod

 

it also has the skyrim shader thingy set to enviroment map and also seems to use a shared texture (probably found in one of the games main files) that seems to be some enviroment cubemap

 

so i copied that and i now have transparency without needing to fuck with the textures or the bgsm

 

i still have those ANNOYING FUCKING SQUARES all over the place

Posted

Hmm. I downloaded that second mod and he does indeed have no Material file. However the method he uses is the Skyrim method of adding the texture file paths directly to the BsLightingShaderProperty. I personally never got an outfit to work properly with this method, as the Fallout 4 engine is not set up to read textures that way. Also if you read the posts on that site there are tons of people complaining it doesnt work, and that he needs to edit the .BGSM in the material editor.

Posted

Hmm. I downloaded that second mod and he does indeed have no Material file. However the method he uses is the Skyrim method of adding the texture file paths directly to the BsLightingShaderProperty. I personally never got an outfit to work properly with this method, as the Fallout 4 engine is not set up to read textures that way. Also if you read the posts on that site there are tons of people complaining it doesnt work, and that he needs to edit the .BGSM in the material editor.

 

it works for me you just need to use the textures from the older version of the mod

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