ramst3d Posted February 8, 2014 Share Posted February 8, 2014 This happened before when I was trying to convert Demoness hair to Oblivion. Right now I decided to make my own hair mesh and control the texturing for it, but I'm quite disapointed I ran into this problem again. This is the problem as described in the title: What happens is after I turn on vertex coloring and update the arrays in Nifskope, I can only get a small piece of the hair mesh to change colors when viewing it in Construction Set. I've made the mesh, and was lazy with making multiple textures for each part of the hair but that shouldn't be the problem. I followed this tutorial: http://www.nexusmods.com/oblivion/mods/37391/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D37391&pUp=1 for making .dds maps for the hair such as:Grey.ddsGrey_n.ddsGrey_hh.ddsGrey_hl.dds These are my .dds files Diffuse Diffuse_hl Diffuse_hh Diffuse_n I have everything UVMapped to that same texture Can somebody please let me know what I am doing wrong. Thank you if you come across. Link to comment Share on other sites More sharing options...
ramst3d Posted February 8, 2014 Author Share Posted February 8, 2014 NEVEHMIND :D I fixed it! What happened was I created a tri file and an egm when I was conformulating the hair, when all I needed was the .egm file. The Conformulator: Quality: Nearest Face Tri file: None Link to comment Share on other sites More sharing options...
nuska Posted February 9, 2014 Share Posted February 9, 2014 On a somewhat tangential note, that's a lot of unused texture space on your map, you'd be well off cropping the texture into a small 256x512 square encompassing just the actual hair part and rearranging the UVs to fit the new location on the texture map :) It helps keep your work optimized and efficient and doesn't waste as much performance that way. Link to comment Share on other sites More sharing options...
IkeCoast Posted February 9, 2014 Share Posted February 9, 2014 I had this same problem when editing Nuska's Tied Hawk hair mesh to remove the sidetufts, and my new mesh, once conformulated, lost its ability to recolor as a whole: it kept blotches uncolored all over. Will try if removing the conformulated tri file solves it. Thank you, matey! In the meanwhile, I removed the sidetufts in the texture dds, not in the mesh, so they render invisible in-game, which is the effect I was looking for. Cheers! Link to comment Share on other sites More sharing options...
Recommended Posts