Jump to content

Lookn4Mods

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About Lookn4Mods

Profile Fields

  • Country
    Australia
  • Currently Playing
    Fallout 3

Lookn4Mods's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. I seem to have this working now. Try importing the skeleton from the same mesh you first imported. I think maybe I wasn't doing that, until i realised it imported the skeleton just fine when I imported the mesh. So to reimport it use the same file you successfully imported in the first place. My problem now is that the _0.nif works fine, but the heavier _1.nif appears scrambled in the game. I've seen other with the same issue, but I haven't been able to resolve it for me yet. When I get time I'll try researching it further. Oh the joy. Any solutions/suggestions welcome.
  2. I've got the same problem, and so I can't do any editing either. If anyone has a solution, please give us a heads up.
  3. I noticed the same thing. The normal map is used, but differently. It seems to me the game "wings it" instead. The normal map is used more generally but more subtly, while additional shading information is added based on the mesh to compensate. As an example, her ribs (which are on the normal map) are visible more often without the tangent/binormal data, but never very strongly. With the data present though they are shaded more correctly, sometimes completely invisible, and sometimes strongly visible, dependent on the light angle. Same goes with her stomach muscles. Without the tangent/binormal data the muscle accents on the normal map tend to give her a pot-bellied look, but with the data present the highlights show much more appropriately, flattening the look of her stomach again. Other shading is different to, as without the data the game seems to try and gleem more information from the mesh instead. Most notably the mesh appears quite puckered around the neck seam, as if it is seeing the edge of the skin as marked sharp (not smooth like the rest), which feeds back to the next vertices along. But with the tangent/binormals present this puckering completely goes away. Thanks again, it really is nice to have this roadblock behind me.
  4. That's it Ghogiel!!! That FIXED the data!!! Thank you so much, you don't know how long I tried to find a cure. That has fixed BOTH the tangent and binormal data too. You rock dude, I would kiss your feet, maybe even suck your toes a little. But only until it got weird and we both got uncomfortable. The models look significantly better in game now. Better than the originals, because none of the type3, type5, etc etc meshes I could find contain tangent and binormal data. Presumably they too could not work out how to correct the values. Who would have know it could be so easy! Thank you again, really. I'm off to re-export my skins... Thanks.
  5. I've figured out the cause of the problem is the binormals and tangents. In all the Type 3, Type 5, GrowIf, etc models (and in all the outfits that use them as a base) that data is missing, and in NifSkope the "TSpace Flag" is set to "0". HOWEVER, in at least one body I've found (the Malos body) that data is present and correct. The problem is, when I export a skin from Blender, it seems to automatically add the binormal/tangent data, which is wonky in the areas which show rings. I've figured out if I set the TSpace Flag to 0, then the binormals/tangents go away and so does the problem. Model still looks good, though not as good as it would if it had the data present and correct. Which leads me to the eventual question: Does anyone know how to edit/correct the binormal/tangent data I'm getting out of Blender? I've searched and searched, but I can't find or figure out how to correct the data.
  6. The rings are there regardless of what textures I use unfortunately. Same happens even if I use the stock .dds, _n.dds and _sk.dds. Texture doesn't line up at all, but the rings are still right there!
  7. I have generally gotten the hang of Blender etc, but for some reason I am getting these pale halos on the skin of any model I export. Even on a straight import then export the halos are present. Most noticeably they go right around both nipples, but are also present in other areas like the hips. Does anyone know what causes this, or how I can get rid of them? Any help would be wildly appreciated, as I have tried everything I can think of, and searched and searched for an answer. See attached pics for examples (black is my effort to make work-safe).
×
×
  • Create New...