LordXayd Posted July 23, 2013 Share Posted July 23, 2013 I'm attempting to copy the Sierra Madre Gold Bar into my NV mod so that the user doesn't require Sierra Madre to see it. But I can't get my gold bar to appear as shiny metallic as the native one. I used my usual technique. Export the mesh. And in this case, 3 DDS files that NifSkope states are applied (see 1st screenshot). I dropped them in my mesh and textures directories under my mod. I used the one Alternate Texture field to manually apply my manually created Texture Set (see 2nd screenshot). But it appears as though the "bronze_e.dds" has no effect when you apply it (see comparison screenshots). http://i23.photobucket.com/albums/b396/Devastation74/GoldBarNifSkope_zps6a221cef.png http://i23.photobucket.com/albums/b396/Devastation74/GoldBarTexSet_zps26294f44.png Below is the default Sierra Made bar...http://i23.photobucket.com/albums/b396/Devastation74/GoldBarNVDefault_zps92fc1465.png And here is mine...http://i23.photobucket.com/albums/b396/Devastation74/GoldBarNVMine_zps1d238887.png The variable possibility here is that my 1-2-3-4-5-6 technique is inaccurate. You can see in the top two screenshots where I ASSuME™ that "Diffuse" is the first Tex. That "Normal/Gloss" is the 2nd, etc. It seems like in the past, that order has worked for me, but it's possible I've just not noticed the difference before. Wherever my fail is, I appreciate you guys taking a look. I have played with various combinations in case this is the issue. But I haven't found the magic combination yet. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 23, 2013 Share Posted July 23, 2013 (edited) I may be mistaken but ripping content from a DLC so that another player that does not have the DLC can use it is a no no. Just saying, if I am wrong ignore my ignorance. With that said you could easily make your own gold bar in blender. Just a extended cube with beveled edges. Good Luck,Geoff Edited July 23, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
LordXayd Posted July 23, 2013 Author Share Posted July 23, 2013 I'm continuing to perform testing. I was able to give it the shinier look by applying the bronze_e to the 2nd Environment (6th position). Maybe the "_e" stands for Environment. However, it is still fairly rough as compared with the fairly smooth NV default. I wish this stuff was labelled in NikSkope. Closer...http://i23.photobucket.com/albums/b396/Devastation74/GoldBarNVMine2_zpsdf1a0ed6.png I've seen "_em" as well. No doubt this stands for Environment Mask. While the "_n" must stand for Normal/Gloss. However, I've also seen "_m" dds's. No idea about that. Course that's just someone's personal naming convention. Even so, I've seen multiple applications of the "_n" dds in the same TexSet. Doesn't make sense. Grrr Link to comment Share on other sites More sharing options...
LordXayd Posted July 23, 2013 Author Share Posted July 23, 2013 With that said you could easily make your own gold bar in blender. Just a extended cube with beveled edges. Good Luck,Geoff Well honestly, this is more than just this Gold Bar. I'm trying to ensure I've got the proper procedure down for importing textures. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 23, 2013 Share Posted July 23, 2013 _em and _m are both environmental mask maps. They are named differently for ease of applying the correct textures _m is from my experiences are meant for metallic masks. You can increase the shine by opening the normal alpha channel and making it all white. Link to comment Share on other sites More sharing options...
TrickyVein Posted July 24, 2013 Share Posted July 24, 2013 (edited) In addition to applying the right textures inside of your BSShaderProperty in your texture set, it's also important to check the right flags if you're using an environment map, under 'shader flags,' in this case 'SF_Environment_Mapping' should be checked. You may want to experiment with increasing the 'glossiness' and 'specular color' to match something more gold-like in the material properties too. The 6th texture is a mask used for the environment map. Why do you have the normal map there? Edited July 24, 2013 by TrickyVein Link to comment Share on other sites More sharing options...
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