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Reflective Weapon Issue


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Well this is just peachy.

 

http://img27.imageshack.us/img27/3225/shinyscreenie.jpg

 

Quite frankly, I myself have been doing research around the forums about this problem, and I still can't seem to solve this problem. I set the unknown int 2 thing to 1 in the BSShaderPPLightingProperty, I changed the alpha in my normal maps to a pitch black and saved it as a DXT5 generate mipmaps, EVERYTHING, yet I still get this issue and the clip in my Barret M82 model just mocks me by being non reflective while the body looks atrocious. Please somebody help me out :confused:

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Geez if it's driving you that crazy just draw some glow on it.

 

 

 

I mean idk

 

 

I have this rifle I made with a stainless steel barrel

 

Which looks like polished stainless steel.

 

 

But yeah it doesn't reflect the actual wasteland

 

It's just lines of silver with black in it an glow

 

which was just a picture of stainless steel cut an pasted in to fit the UV

 

I'm not even sure if it uses a glow map

 

 

 

I did notice it looks like you're using GECK to do this.

 

 

Don't they call it spectra or something?

 

 

All I really know is it's one of the more advanced things you can do.

 

 

If you ask me unless you're making it chrome or polished stainless, then reflective is sort of silly.

 

It doesn't even reflect images, but light, which I thought was what glow maps or normal maps were

 

Does the Clip have a glow map?

 

 

Nifscope does stuff like this too, but I don't know much about it, you know it being one of the advanced things

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I think maybe he was trying to fix the guns clip not being shiny

 

That's stuff is way over my noobish head though

 

I do know that the vanilla files have a few different things that might help

 

there are these metal blocks in GECK which are huge, but the textures are flat

 

You might could steal the glow map (normal map) from the stainless steel blocks texture

 

then put that as the glow map for the clip, You should also see what it looks like in game.

 

Sometimes things get funny looking in the tool programs.

 

 

I'd kind of like to figure out metalic textures you know

 

 

then you could make gold an chrome or polished stainless, and such

 

 

It would open up a lot of other things too

 

 

I mean they have metalic paint like on a car which is just little shiny pixels

 

but I mean more like just metal textures period, not paint, Idk

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I think maybe he was trying to fix the guns clip not being shiny

 

That's stuff is way over my noobish head though

 

I do know that the vanilla files have a few different things that might help

 

there are these metal blocks in GECK which are huge, but the textures are flat

 

You might could steal the glow map (normal map) from the stainless steel blocks texture

 

then put that as the glow map for the clip, You should also see what it looks like in game.

 

Sometimes things get funny looking in the tool programs.

 

 

I'd kind of like to figure out metalic textures you know

 

 

then you could make gold an chrome or polished stainless, and such

 

 

It would open up a lot of other things too

 

 

I mean they have metalic paint like on a car which is just little shiny pixels

 

but I mean more like just metal textures period, not paint, Idk

I have just about finished my first FO3 and the chrome bit was easy enough, I just used the Snubnose32 as my base weapon and imported my Peacemaker into it.

I kept the snubs original ref map in place and it applied to my own model, my own model not even having reflection qualities set up in 3DSMax either.

My normal maps don't use alpha channel and all textures are just DXT1.

http://img.photobucket.com/albums/v690/pin...22-15-38-71.jpg

http://img.photobucket.com/albums/v690/pin...23-19-50-68.jpg

http://img.photobucket.com/albums/v690/pin...23-20-00-38.jpg

http://img.photobucket.com/albums/v690/pin...22-28-32-85.jpg

http://img.photobucket.com/albums/v690/pin...22-38-09-92.jpg

 

I think checking out the 32 pistol is the way to go.

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If you haven't done so, try lowering the Glossiness of the mesh in NifSkope, and add a DXT5 normal map. I can't swear that either of these will solve your particular problem but it would be my first step if I had that issue. I'm not actually sure what alpha transparency has to do with shininess, but I'm not an expert.

 

Hope that helps.

 

Rogue Hallow

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You could also try copying over the NiMaterialsProperty from the clip model to the gun model and see if that fixes the issue. It seems to me that it's a material setting that isn't quite right if you are using a pitch black alpha layer on both model's normalmap textures, but I could be dead wrong.
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