Asterra Posted October 21, 2013 Share Posted October 21, 2013 I was following this guide to convert a hair mesh: http://wiki.tesnexus.com/index.php/Porting_hairs_to_Fallout Everything was seemingly working fine until it came time to associate a texture with the mesh. Then this happened: http://img29.imageshack.us/img29/1406/m7dp.jpg Really don't know what to make of it. The texture itself is fine; I've gone over it with a fine-toothed comb to ensure it is 100% correct, and anyway it should be pretty obvious that for about 50% of this mesh, it displays just the way it's supposed to. Now, the other 50%? That's a problem. Half of the triangles are semi-transparent. The triangles. I didn't even know that was a material property you could set up. ;p (For the record, the same triangle pattern pops up regardless of what hair texture .dds I use, so again, it is not a texture problem.) There were no hints to indicate this was going to happen until I applied the texture. Not in Nifskope and not in Blender. Mayhap, as with my earlier troubles involving in-game reflective corruption, there is some simple step that was just left out of the guide. (The guide does mistakenly instruct to delete the "Hat" NiTriShape from the vanilla hair mesh, so it's not perfect.) Link to comment Share on other sites More sharing options...
TrickyVein Posted October 21, 2013 Share Posted October 21, 2013 That's awesome. Yeah, the engine makes use of vertex colors which include alpha. Sometimes the Niftools exporter doesn't preserve these like it ought to. It's buggy like that sometimes. Link to comment Share on other sites More sharing options...
nivea Posted October 21, 2013 Share Posted October 21, 2013 Blender is known to have issues with some hair, you will often get problems and the hair will not look as good as it first did. You need to "sort the alphas". http://social.bioware.com/1079/blog/4093/http://blenderunderground.com/forums/viewtopic.php?f=2&t=3187 Link to comment Share on other sites More sharing options...
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