Jump to content

Rand0mNumbers

Premium Member
  • Posts

    2
  • Joined

  • Last visited

Nexus Mods Profile

About Rand0mNumbers

Rand0mNumbers's Achievements

Newbie

Newbie (1/14)

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

Recent Badges

0

Reputation

  1. It seems I cannot use Skin Wrap generated Skins on affected elements. Furthermore, I have to keep juggling objects and recreating the Skin weights from scratch until some magical switch flips and they all work. This has not occurred on all pieces yet. I wouldn't mind that much, but it takes hours to get a piece right and, should the combo not work, I've wasted yet more time. I thought there might be a correlation between the see-through effect and pelvis influence for when I increased said bone's influence the effect became more visible. However, reducing that influence did not diminish the effect. It would only increase in severity, not decrease. I guess this armor is not meant to be. :(
  2. While testing animations on some armor, I noticed some pieces of it partially disappearing as if a lower layer was clipping through. When I checked the mesh in 3ds Max, there was sufficient gap between them for this not to happen (verified by manually moving bones). I reexported and noticed that Nifskope started adopting this behavior as well. Here's a short video of the armor in Nifskope: https://www.youtube.com/watch?v=SU-f1VUg3G4 Steps I've tried: Using SkinWrap off of female_0 body with no modification Recreating BSDismemberModifier Having multiple sections in BSDismemberModifier Splitting armor up into multiple meshes Using dummy textures Using no textures (Nifskope only) Adding additional geometry to make backfacing elements match frontfacing (No simplified geometry on the back of elements; perfectly shaped) Changing the distance of affected elements from the main body of armor by a couple units (any more and it is floating) Manually matching weights for layered elements Copy/pasting LightingShaders from vanilla Skyrim armor Copy/pasting AlphaProperties from vanilla Skyrim armor (specifically, the Heavy Iron Armor with pauldrons) Not using Alpha Properties Switching between Editable Poly and Editable Mesh (with Skin and Dismember recreation) Detaching backfaces as separate elements Exporting to BSFadeNode (Skyrim crashed, but Nifskope still displayed the issue) Updating tangents in Nifskope Running 3ds Max 2011 x86/x64 as administrator *Clarification: Backface -> Body facing polygons on the backs of elements (ex: The "inside" of a pauldron) The clipping occurs if I'm at an angle and at a distance in third person. However, if I zoom in (tfc mode) the clipping stops and all elements show perfectly. Same behavior in Nifskope. 3ds Max does not display this behavior. Tools used: 3ds Max 2011 x64 NifSkope 1.1.3 (revision 36ebfdd) Latest 3ds Max Nif Importer-Exporter - http://skyrim.nexusmods.com/mods/5622 Does anyone know why this is happening? EDIT: Tried 3ds Max 2012 x64 on a different computer. Problem persists. Edit: The Skin Wrap was producing bad Skins. Removing it and recreating removed the issue on the back, but the front is still acting up. EDIT: I've separated nearly all elements into their own objects. Now every piece of armor is exhibiting the behavior. If I join them all, the behavior persists. If I make new skins completely from scratch, the behavior persists. Edit: Nifskope is now refusing to draw the models until I delete all BSDismemberSkin modifiers. Removing and installing a different version of the nif exporter doesn't help. No dice with 3ds Max 2011 x86
×
×
  • Create New...