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Custom weapon Glitches In-Game


Odioss

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Hello! over the past few weeks, i have been working on a custom weapon, and have finally added it to the geck, and played with it in game. In doing so i have noticed a few things that seemed odd.

1. The lighting engine doesn't seem to effect it properly, because it's shadows aren't smooth (if picture is necessary, i can put one up demonstrating this)

2. When a Normal map is added, the model turns completely white, and gives off light.

 

If any information can be given to help me, it would be much appreciated. Also, if any more information is needed from me to help understand the problem, i will gladly add it if asked. Thanks.

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Sounds like you possibly have some specular issues. Are you placing the _n.dds in the correct slot (namely not the _g.dds slot) of the texture node(s)? Generally it's something exporting from blender/gmax/3ds max(not to sure about that one) into a nif that plays with the specular, gloss, etc. I wish I could help more I'm pretty good at texturing but when asked to explain the problem without looking at it in nifskope I'm awful.

 

Good luck,

Geoff

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Sounds like you possibly have some specular issues. Are you placing the _n.dds in the correct slot (namely not the _g.dds slot) of the texture node(s)? Generally it's something exporting from blender/gmax/3ds max(not to sure about that one) into a nif that plays with the specular, gloss, etc. I wish I could help more I'm pretty good at texturing but when asked to explain the problem without looking at it in nifskope I'm awful.

 

Good luck,

Geoff

Well the glitches don't really show up in nifskope. They strangely only shows up in game. And i'm fairly certain that the second slot is the normal slot, which is where i put it (i downloaded the newest version of nifskope, so it may have changed

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Nifskope won't show the texture the same way as ingame. Yeah the second is _n slot. Did you check the Nimaterial nodes for gloss setting and check the color scale for specular?

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View > Block List > View in Block List makes it easier to see each texture node if you haven't done that already. Click on the NiMaterialPropertiy node(s) scroll down the details list you should see specular and emissive next to them is a color wheel and the color + color code of the current setting. Change them to black as a test in-game if they aren't black already.

 

edit : You can click on the color wheel to change it if you don't know RGB color codes.

Edited by DaemonGrin
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It might help, if not me maybe someone else can identify it. One question I know it can be a simple mistake how did you make the _n.dds? I knew someone that simply inverted the colors of the texture honest mistake. The next couple questions if you actually generated a true normal map (blue image with bumps) in what dds format did you save it as?

Edited by DaemonGrin
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I made the Normal map by baking a normal map using blender, so if Blender is all it's cracked up to be it should work. as for the second part, i saved it as the default as Gimp exports it. (it was labeled simply as default)

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Not familiar with Gimp or using blender to bake the normal. I use photoshop CS4 and nvidia tools normal map filter and save normals as DXT5 ARGB 8bpp interpolated alpha with mip maps (I've also saved as 3dc 8bpp normal map). If you want (if you can't) I could make a new normal for you the way I do it, I just need the regular texture sent to me.

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