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Mesh doesn't seem to use the normal map provided


Bugsbugme

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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 by Bugsbugme
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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...

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  • 5 months later...

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...

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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.

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