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[LE] Nifskope environment map Troubles


jedp15

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*SEE IMAGE

So I'm having troubles getting the envmap to enable correctly on the beast race masks portion of the helmet. All settings and file paths (as I can tell) are the same as the normal helmets which don't have any issues.

Any idea what might be causing this and how to fix it?

 

Thanks!

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What exactly is the problem ? the screenshot does not help understand it.


If all of your setting & file path are correct, the only way to actually see if they are used by the mesh is by viewing it in CK render window or even better ingame.


* NifSkope hasn't the best render for this kind of stuff, and if the cubemap's file path can not be read by NifSkope it will not render it, example: it's in an inaccessible BSA.


* Cubemaps will give different looks depending on the size/shape of the geometry.

Example: Imaging it as a square map with a cross in the middle stretching to all its borders, according to the size/shape of the geometry the "Cross" will appear either thinner or fatter when the two different meshes are compare side by side.


This is SLE and not SSE forum, "Skyrim Special Edition Creation Kit and Modders" link below:


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Ummm... okay. Thanks for the tip about viewing it in the CK window and in game instead of relying only on nifskope. But obviously if you read what I wrote you'd look at the mask part of the helmet and see one is clearly not "activated" with reflection etc, and not even the correct color. And why do you assume I'm using special edition?

So how do I view the helmet mesh in the ck on a beast race?

 

Thanks

Edited by jedp15
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" And why do you assume I'm using special edition? "

I'm a fast reader and i misread " *SEE IMAGE " to SSE.



"the mask part of the helmet and see one is clearly not "activated" with reflection etc, and not even the correct color."

- If you have edited or made custom textures and you are not using vanilla textures, then: take a look at the "Alpha Channel" of your "Normal Map", the "Alpha Channel" is responsible for the Range - Intensity - Strength - Shape of the Glossiness/Shines of the object surface, this can also affect the color tone.


- I'm assuming that the mask part of the helmet is from another armor, if so then: check that the mesh has the same "Vertex Color" that the helmet has, this can also contribute in different color tones.


"So how do I view the helmet mesh in the ck on a beast race?"

You don't actually need to wear it on an npc to view it, just place it somewhere > turn off lights > turn on sky, and that's it, if you want to see it on an npc then just wear it on him.


If your textures path > if your textures NifSkope values > if your textures alpha channel normals > if your mesh NifSkope configurations values are all correct and you still can not see it ingame, then i have no idea i can't think of anything else right now, sorry...

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