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HTF Do you add transparency to this NifSkopiness


jeffglobal

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I have this problem, and I wonder what anyone else could contribute.

 

Here's a screen capture.

 

https://www.dropbox.com/s/03u2yugy0dpk1tk/HeavyHelmet%20NifSkopiness.jpg?dl=0

 

I'm working with transparency now, but I was directed to add something to the tree NiAlpha something with either of two flags with 4000 numbers.

 

It's like I'm looking for the hole, in the dark, and for ONCE, I really can't find the hole.

 

I have no clue how to initiate a modification to the tree. I also wonder if there's any other way to get the mesh or the textures or both, to BELIEVE it can be free to be transparent.

 

I also want to confirm that my way of making _d.dds with alphas is correct. I used DXT5 ARGB interpolated alpha. I didn't try the texture works one yet with color and alpha. I'm looking at it again from the dds in photoshop and it looks like it was rubbed out almost all over...not rubbed out in a good way.

 

Ty for any helpful advice.

 

 

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Ty, I hope so, about the tutorial, cause I know about the NiAlphaProeperty node, the problem is the flag, the number, the bgsm file alpha blending mode...how I color code in the diffuse map, that's when I was like wtf goddamn it.

 

[Edit] Ok, that makes sense...for completely transparent. I was trying to make my visor, like in my Avatar partially transparent. Idk if any visor equipment has been made partially transparent. BUT even transparent helps a lot. ty. I think I remember some sunglasses as partially transparent, but my brain hurts.

 

HEY, I looked at the plasma gun control scheme in NifSkope, because of a different post and that was super complicated! You know WAY more than u r saying. The plasma bolt has animated fx, and all kinds of interesting time and space controls too. I looked at that today, so that's why my brain hurts too.

 

ty for the direction. It sucks I didn't find that tutorial, but with NifSkope...is my ex wife always talking spanish and never teaching me any spanish.

Edited by jeffglobal
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Ty, I hope so, about the tutorial, cause I know about the NiAlphaProeperty node, the problem is the flag, the number, the bgsm file alpha blending mode...how I color code in the diffuse map, that's when I was like wtf goddamn it.

 

[Edit] Ok, that makes sense...for completely transparent. I was trying to make my visor, like in my Avatar partially transparent. Idk if any visor equipment has been made partially transparent. BUT even transparent helps a lot. ty. I think I remember some sunglasses as partially transparent, but my brain hurts.

 

HEY, I looked at the plasma gun control scheme in NifSkope, because of a different post and that was super complicated! You know WAY more than u r saying. The plasma bolt has animated fx, and all kinds of interesting time and space controls too. I looked at that today, so that's why my brain hurts too.

 

ty for the direction. It sucks I didn't find that tutorial, but with NifSkope...is my ex wife always talking spanish and never teaching me any spanish.

 

 

Ok, see, I got me eyes looking at you, see my avatar?...but it's the spacehelmet type of effect I want...I hope it's as easy to duplicate as making holes...

Avatar closer:

 

 

 

 

 

Ty for the direct to that tutorial...though it's like learning about sex ONE WAY without variation...but it still was good.

Edited by jeffglobal
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Here's a crappy tutorial on alpha I made

 

 

If you want to add partial transparency, you need to use GREY on the alpha channel of the diffuse texture, and not save it as DXT3 or DXT5 (I forget which)

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Here's a crappy tutorial on alpha I made

 

 

If you want to add partial transparency, you need to use GREY on the alpha channel of the diffuse texture, and not save it as DXT3 or DXT5 (I forget which)

 

 

Idk, I've been tracking down which freakin photoshop plugin to use and so far it's DXT5ARGB interpolated alpha for the diffuse texture...the problem is, when I check back wtf it produced it makes the masked areas white or the alpha value...that blows...

 

So I tried to investigate htf the flighthelmet did it and they do this:

https://www.dropbox.com/s/4xmqx6j17teb8i8/working%20model.jpg?dl=0

 

So, np, I think. I'll detach the visor to my mesh, maybe skin it to base mesh, export it as a nif, have what flighthelmet got, and add a NiAlphaProperty...

 

uh, nope.

 

I couldn't skin it, the nif plugin gave me an unknown error (sic), but I'm probably detaching the mesh incorrectly...SO I tried an export without skin and got this:

https://www.dropbox.com/s/qb7c9h2z5si3p1i/Mine.jpg?dl=0

 

Now, I'm thinking, f it, I can copy a branch with all the right info and then just change the info I need for the visor...

 

uh, nope2

 

So, now I'm stuck between not knowing if Idk 3ds max enough to make the nif right, or NifSkope enough to modify it to something that works, or BOTH.

 

What do you use to save your specular maps? I've been using the Texture Works plugin, but I've been told to use 3Dc instead on the nVidia plugin...(?)

 

I'll watch your video too.

Edited by jeffglobal
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Use DXT5 Interpolated Alpha for textures with alpha channels. For the BGSM I have found Irma.BGSM works perfect for clothes and armor, copy that to your folder, rename and change the textures listed in it to your own for anything with alpha transparency.

 

You can create normal maps and specular maps just like for Skyrim or earlier games and save with the 3Dc Normal Map setting in the NVidia DDS plugin.

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As I said in the video, I use the old Nvidia plugin for diffuse textures, and Intel Texture Workshop (3Dc) for specualr and normal maps. It all works fine. I can make normals with Photoshop CC, and the plugin saves them correctly for FO4.

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As I said in the video, I use the old Nvidia plugin for diffuse textures, and Intel Texture Workshop (3Dc) for specualr and normal maps. It all works fine. I can make normals with Photoshop CC, and the plugin saves them correctly for FO4.

 

 

Ok, ty. It was just that your accent was super distracting, cause I couldn't place it anywhere in England, Australia, but maybe South Africa? I'm now betting NZ. Idk, but I was looping thinking what caste of accent in England is that, then realized it wasn't English, nor Australian, imo... I could have to reset my accent mapper.

 

And it's just weird to save a specular map like a normal map, but so be it.

 

So now, I'm trying to put the transparent visor of the VTSecurityHelmet on the Army Helmet by importing first the VT helmet, importing the Army helmet, saving as a nif, going into NifSkope, turning off the helmet element with the alpha test in the bgsm, and keeping the rim of the visor and visor as separate element with the Army Helmet. I have all the Trishape trees right, but idk, I'm testing it now... at least I can keep the alpha channel now...

Edited by jeffglobal
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Use DXT5 Interpolated Alpha for textures with alpha channels. For the BGSM I have found Irma.BGSM works perfect for clothes and armor, copy that to your folder, rename and change the textures listed in it to your own for anything with alpha transparency.

 

You can create normal maps and specular maps just like for Skyrim or earlier games and save with the 3Dc Normal Map setting in the NVidia DDS plugin.

 

 

Ok, ty. I just never did any modding for Skyrim, so I'm starting at zero, with a taint of overthinking things.

Edited by jeffglobal
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Yeah, I have to look at the new sunglasses mod too. I think as of now, FO4 uses bgEm files for the semitransparent mesh which is separated out as another trishape. But I'm gonna try to make a pair of shorts with a heart cut out of it on her right buttock and see if what I think is going on, is going on...but I may be f'd with my ignorance of Nifskope, which doesn't seem that bad now...

Edited by jeffglobal
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