Mudel Posted July 1, 2014 Share Posted July 1, 2014 First mod. Here's the deal:In creation kit I duplicate an armor (ex. steel plate) do all the proper renames, change the nif, and save it.But when I load the game the armor still looks like Steel Plate when I wear it, though in the inventory preview it does actually look like my armor.I'm pretty sure that the solution is simple ,but being a n00b I just can't find it. Link to comment Share on other sites More sharing options...
The SH0CKER Posted July 1, 2014 Share Posted July 1, 2014 You have only replaced the inventory model and not the game model, which I think has the suffix "go". Link to comment Share on other sites More sharing options...
Mudel Posted July 1, 2014 Author Share Posted July 1, 2014 You have only replaced the inventory model and not the game model, which I think has the suffix "go". That was tricky to find and replace, but it worked, thank you very very much!Now I have to find out why the armor is so shiny, probably one of the textures is poorly mapped. Thanks again! Link to comment Share on other sites More sharing options...
The SH0CKER Posted July 1, 2014 Share Posted July 1, 2014 The shine is controlled in the BSlightingshaderproperty object in the nif. By default, the specularity glossiness setting is set at one ( completely shiny ). Increasing the value to say 50 will make the specularity more reasonable (larger numbers result in lower specularity). Link to comment Share on other sites More sharing options...
Mudel Posted July 1, 2014 Author Share Posted July 1, 2014 The shine is controlled in the BSlightingshaderproperty object in the nif. By default, the specularity glossiness setting is set at one ( completely shiny ). Increasing the value to say 50 will make the specularity more reasonable (larger numbers result in lower specularity). Specular glossiness is at 60, so that's not it. The material texture (the black and white one, which I understand controls the reflection) is also the same as in game (I'm modifying a Dawnguard heavy armor), so that's extra confusing. I can amp up the glossyness and decrease the specular strength, which helps, but in the end the whole armor is reflecting light the same way, as if it's all the same material Link to comment Share on other sites More sharing options...
The SH0CKER Posted July 1, 2014 Share Posted July 1, 2014 Are you using that in the alpha channel of the normal map? Link to comment Share on other sites More sharing options...
Mudel Posted July 1, 2014 Author Share Posted July 1, 2014 Are you using that in the alpha channel of the normal map?No that's the _m texture. It controls how reflective the parts of the model are I think. Link to comment Share on other sites More sharing options...
The SH0CKER Posted July 2, 2014 Share Posted July 2, 2014 The _m texture is an environment mask used in conjunction with a cube/environment map, whereas the alpha channel of the normal map contains the normal map. Link to comment Share on other sites More sharing options...
Mudel Posted July 2, 2014 Author Share Posted July 2, 2014 The _m texture is an environment mask used in conjunction with a cube/environment map, whereas the alpha channel of the normal map contains the normal map.Doh! I was not aware the normal map had an alpha channel! :pinch: In fact it didn't even show up, I guess it got deleted when I saved the normal map wrong. That did the trick, thank you all, really! Link to comment Share on other sites More sharing options...
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