Retsam Posted June 20, 2023 Share Posted June 20, 2023 Blender 3.5.1 with PyNifly add-on (https://github.com/BadDogSkyrim/PyNifly/releases/tag/V9.10) NifSkope 2.0 Dev 8Fallout 4The symptom I am trying to solve is my models (.nif) that I am making have a "shiny-shadow" at the far end.I have tried every combo I can think of to get rid of this.It is very easily repeatable. Open Blender, and export the cube model using Nifly set for Fallout 4.You can see it in Nifskope as soon as you add a texture. And of course it shows up in game also.Nifly will create the nif with a BSLightingShaderProperty already inserted - even if the Blender model has no lights/textures/etc. I have tried deleting that from the nif (Nifskope), as well as adding new ones, copying branches from other models, changing every number I can see in both nifskope and blender... nothing works. It's like there is a setting hard-baked in somewhere.I'm still learning all this, but at this point I don't know what to try next. Link to comment Share on other sites More sharing options...
Elsidia1 Posted June 20, 2023 Share Posted June 20, 2023 Sorry, if i don't understand you right. Textures? In Fallout 4? Put into nif? In Fallout 4 are material bgm files and in that files is texture set and also inside here is set all properties shiny and etc. Try check this. Link to comment Share on other sites More sharing options...
South8028 Posted June 20, 2023 Share Posted June 20, 2023 Sorry, if i don't understand you right. Textures? In Fallout 4? Put into nif? In Fallout 4 are material bgm files and in that files is texture set and also inside here is set all properties shiny and etc. Try check this.bgem and bgsm are used for convenience and flexibility, but they are not required. You can easily do without bgem/bgsm by assigning textures and setting all material parameters at once in nif. Link to comment Share on other sites More sharing options...
Retsam Posted June 20, 2023 Author Share Posted June 20, 2023 I guess it would be better if I included some screenshots but I don't know where people host images to insert into this BB.As I said it is easily repeatable if you use the aforementioned programs, so I was hoping someone who actually has those programs would know what I was talking about.It can be recreated by literally opening Blender and then exporting the default cube with Pynifly and looking at it in Nifskope scope. I'm aware of setting materials and textures Blender, in bgsm, or the nif itself. I'm saying the nif being generated by the PyNif plug-in seems to be ignoring those.I tried for hours using every combination I could come up with and could not remove the artifacts. I can take a generated nif, manually add a BSLightingShaderProperty with no material or bgsm, apply one texture set and it shows up.It it seems like some default data is being baked into the triangle data when the plug-in generates the nif.I might make a post on the Git of the plug-in. I'm apparently using a version that was just updated a couple weeks ago. Might be a bug. Link to comment Share on other sites More sharing options...
South8028 Posted June 20, 2023 Share Posted June 20, 2023 (edited) I guess it would be better if I included some screenshots but I don't know where people host images to insert into this BB.As I said it is easily repeatable if you use the aforementioned programs, so I was hoping someone who actually has those programs would know what I was talking about.It can be recreated by literally opening Blender and then exporting the default cube with Pynifly and looking at it in Nifskope scope. I'm aware of setting materials and textures Blender, in bgsm, or the nif itself. I'm saying the nif being generated by the PyNif plug-in seems to be ignoring those.I tried for hours using every combination I could come up with and could not remove the artifacts. I can take a generated nif, manually add a BSLightingShaderProperty with no material or bgsm, apply one texture set and it shows up.It it seems like some default data is being baked into the triangle data when the plug-in generates the nif.I might make a post on the Git of the plug-in. I'm apparently using a version that was just updated a couple weeks ago. Might be a bug.I don't know how to insert images here either (but it's definitely possible). I throw screenshots on a file exchange (for example, Google, or Yandex) and post a link. I'm using 3ds for nif export, I don't know how the blender exporter works. In a nifscope, everything is usually clear and not difficult either. Take a screenshot from the game and screenshots from nifscope.Or give a link to nif itself. Edited June 20, 2023 by South8028 Link to comment Share on other sites More sharing options...
Retsam Posted June 20, 2023 Author Share Posted June 20, 2023 lol, Turns out I had an Imgur accout from 2016 I had forgot about :PI did end up posting on the Git page for the plug-in, with pics:https://github.com/BadDogSkyrim/PyNifly/issues/150Summary:"I determined the Specular setting in Blender was the culprit. But whatever I set in Blender, I can not change in Nifskope in the BSLightingShaderProperty. I did not think it worked that way, but apparently it does."Again, this is probably my lack of knowledge, but I'm perplexed that once I export the Nif from Blender, I can not change the (Specular) values in Nifskope. Link to comment Share on other sites More sharing options...
greekrage Posted June 20, 2023 Share Posted June 20, 2023 I guess it would be better if I included some screenshots but I don't know where people host images to insert into this BB.As I said it is easily repeatable if you use the aforementioned programs, so I was hoping someone who actually has those programs would know what I was talking about.It can be recreated by literally opening Blender and then exporting the default cube with Pynifly and looking at it in Nifskope scope. I'm aware of setting materials and textures Blender, in bgsm, or the nif itself. I'm saying the nif being generated by the PyNif plug-in seems to be ignoring those.I tried for hours using every combination I could come up with and could not remove the artifacts. I can take a generated nif, manually add a BSLightingShaderProperty with no material or bgsm, apply one texture set and it shows up.It it seems like some default data is being baked into the triangle data when the plug-in generates the nif.I might make a post on the Git of the plug-in. I'm apparently using a version that was just updated a couple weeks ago. Might be a bug.i use this... https://snipboard.io/ Link to comment Share on other sites More sharing options...
RoNin1971 Posted June 25, 2023 Share Posted June 25, 2023 (edited) "NifSkope 2.0 Dev 8" has been around much, much longer then a few weeks, but its not an official release. You should stick to Dev 7 from the official Nifskope github.Apparently Dev 8 was created by somebody else, who tried to (re-) insert the ability to create collisions for FO4 with it (but it is buggy as hell) I use Blender with pynifly & nifskope (Dev 7) (+ 3DS 2013 for collisions), but never had the issue's you mention. Edited June 25, 2023 by RoNin1971 Link to comment Share on other sites More sharing options...
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