Sven363 Posted May 22 Share Posted May 22 By copy pasting NiAlpha property of paper debris.nif found in vanilla fallout 4 to my clutter inside nifskope, i can make texture/mesh's alpha part fully invisible. But how should i add only half transparency effect to custom objects ? Link to comment Share on other sites More sharing options...
robotized Posted May 22 Share Posted May 22 Add NiAlphaProperty to the BSTriShape of your custom object and set the flags like this: You can either do it like shown(right click + flags), or double click on the number and enter 4333. After that, for the material of the object, change these options: Then to change transparency you have two options - edit part of or the whole texture(diffuse map); from the material file reduce/lower Alpha(you can see it above the Alpha Blend Mode). This example is for objects with BGSM material. If you decide to edit the texture, you have to save it with BC3/DXT5 compression or BC7(these compression methods include alpha channel). Edit: If the object is part of precombines, you won't see any changes to it in the game(from the edits to the nif), until you re-build the precombine geometry and precombine visibility for the cell(or cluster of cells) where the object belongs. I am mentioning this because you wrote in the title "any static object" and static objects are usually part of precombines. Such is the case for vanilla static objects. 1 Link to comment Share on other sites More sharing options...
Sven363 Posted May 23 Author Share Posted May 23 (edited) Thank you very much. Is it also possible to make textures in paint.net or photoshop so that they appear partial transparent or glossy ? Edited May 23 by Sven363 Link to comment Share on other sites More sharing options...
robotized Posted May 23 Share Posted May 23 To make object more glossy, open the BGSM and try with increasing the specular multiplier. Or you can edit the specular map, try with increasing its brightness. Specular maps should be saved with BC5/ATI2 compression method(or BC5 linear unsigned in paint.net). In paint.net add new layer to the diffuse map. Arrange the layers so diffuse map is first(above) and the new transparent layer is second (below). Select the layer with your texture(diffuse map) and from the menus open the layer properties. Reduce the layer opacity. Then from the menus again you merge the layer down(or flatten image). For transparency it's necessary to edit only the diffuse map. No reason to make normal and specular transparent. I wanted to show it better with screenshots, but I'm not in front of my PC right now, sorry. Link to comment Share on other sites More sharing options...
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