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Hair texture/lighting problem


krizunk

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I've been playing around with editing hair meshes. I noticed one weird problem that I can't track down. If I take a vanilla hair mesh, import it into Blender or gmax, then export it again without changing anything, the hair changes its lighting slightly. The modified mesh looks a little more "streaky". As far as I can tell, it has nothing to do with the mmh, mao, or phy file. Something changes in the msh import/export process and I can't figure out how to make it look like the vanilla hair. It's not that big of a deal, mostly it just looks inconsistent with beards, but I'd like to know exactly what's going on.

 

Here what the vanilla hair looks like: https://i.imgur.com/cbSzUk6.jpg

 

And here's what it looks like after being imported/exported: https://i.imgur.com/0oj9h7j.jpg

 

I've fiddled with normals, face sorting, and tried comparing the two msh files in the Toolset. As far as I can tell, the only difference is in the vertex data, but I don't really know what I'm doing.

 

Any thoughts?

Edited by krizunk
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Hm, I'm sorry I have really no idea how to solve this. I even didn't know that this problem exists because I just use the vanilla hairstyles for the bone weight stuff... that's really strange...my guess would be that it is a problem of the Blender Import/ Export script but if you get the same result when you use gmax then it can't be Newbypowers script.

 

I'm sorry. I'm not a help.. I know how it is when you want to know exactly why this happens.. Darth Parametric was always helpful..he works with gmax but since the old Bioware forum is down I have no idea how you can contact him...ah, wait...he is of course here on the Nexus:

https://www.nexusmods.com/dragonage/users/432603

maybe he has an idea!

:)

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NewByPower to the rescue!

 

He dug into 8 year old code to fix this. Here is the fix:

  • Open MSH_Tool.py
  • Go to line 665
  • Replace
    • T.tgt=sdir
      T.btg=tdir
      
  • With
    • T.tgt=tdir
      T.btg=sdir.negate()
      
  • Save.

Fixed! Thanks again to NewByPower for putting in the work to fix this simple bug. There is some more testing to do and there might be a new version of the script.

Edited by krizunk
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