Bugsbugme Posted June 14, 2013 Share Posted June 14, 2013 (edited) I'm trying to make a patch for my Glass Helmet Fix mod to work with Cabal's Glass Armor re texture. I thought I had done it but the mesh I am using in my mod doesn't seem to use the normal map. I am using the meshes from Better Fitting Glass Helmet and I have set the texture paths with NifSkope but in game the normal map isn't being shaded, it's just a flat texture. It seems to do this with vanilla textures as well, though I didn't notice it till using Cabal's because his normal map is much more obvious. What, if anything, can I do to fix this? Edited June 14, 2013 by Bugsbugme Link to comment Share on other sites More sharing options...
Bugsbugme Posted June 14, 2013 Author Share Posted June 14, 2013 Ha! I fixed it. I had no idea what I was doing but I was looking over the differences between the vanilla mesh and the better fitting one and did something with the tangent spaces. It seems to have fixed the problem. I wish I knew what it was I did though... Link to comment Share on other sites More sharing options...
SjoertJansen Posted November 23, 2013 Share Posted November 23, 2013 Hi, I know this has been several months now, but did you figure out what it was?I am changing BTO files in Autodesk, exporting as nif, then copy the changed nitrishape back into the original using NifSkope. And for some strange reason, the normal map doesn't apply. I tried several things, and although I managed to improve things slightely, normal maps are still not rendered. Edit:For those of you who know a bit about this stuff, I did change num UV to 4097, faced normals and updated tangent spaces, no results... Link to comment Share on other sites More sharing options...
Matth85 Posted November 23, 2013 Share Posted November 23, 2013 Are the map linked correct? As in Name_n.dds? Is the normals map correct?if you changed some meshes, does the UV fit? There is a lot of things that can be the reason. Link to comment Share on other sites More sharing options...
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