Dreamster91 Posted August 13, 2014 Share Posted August 13, 2014 And it's driving me loopy! I've created a mod that retexures the named dogs in skyrim to look different from eachother. You can see it here - http://www.nexusmods.com/skyrim/mods/56793/? This means I've got about 7 different textures that are all different colours. The problem I'm having is that anything with white in it has a bluish/purple tinge to it whenever it's used in game, or with lighting turned on in the cration kit. I have no idea what's causing it, I've spent my free time over the past few days trying to find a solution but nobody seems to have a similar problem. I've tried attaching an image to show an exapmle of before and after lighting is turned on. I have a theory that this is either something to do with the normal map or the specular map, which I don't fully understand other than they have something to do with lighting. My mod adds the vanilla normal map but not a specular map. If anyone can help with this it would be very much appreciated! :smile: thank you Link to comment Share on other sites More sharing options...
Percevan Posted August 13, 2014 Share Posted August 13, 2014 Hmm.... I'd rather suspect the gradient texture used by the BSEffectShaderProperty node(s) in the nif files, which you can inspect with Nifskope. And the gradient dds file used can be checked in your usual 2D software, if it's bluish, then it's probably it. Though be careful before editing it, because it can be use by other type of files/meshes. I would make a test first by deactivating, removing actually, the SLSF1 flab "greyscale to palette" (or "gradient to color", I never remember exactly, and I'm writting this from memory) in the BSEffectShaderProperty node, and see how it looks. It's worth trying at least. In anycase, neither the normal maps nor their specular channel should be the cause of such effect. hope this helps. Link to comment Share on other sites More sharing options...
Dreamster91 Posted August 20, 2014 Author Share Posted August 20, 2014 Hmm.... I'd rather suspect the gradient texture used by the BSEffectShaderProperty node(s) in the nif files, which you can inspect with Nifskope. And the gradient dds file used can be checked in your usual 2D software, if it's bluish, then it's probably it. Though be careful before editing it, because it can be use by other type of files/meshes. I would make a test first by deactivating, removing actually, the SLSF1 flab "greyscale to palette" (or "gradient to color", I never remember exactly, and I'm writting this from memory) in the BSEffectShaderProperty node, and see how it looks. It's worth trying at least. In anycase, neither the normal maps nor their specular channel should be the cause of such effect. hope this helps. Thanks for replying! Somebody on the mod page has said something similar to this about checking the mesh so on my next day off I'm going to have a sit down and get stuck into testing your theories! I just wanted to send a quick reply to say thank you for the advice and thank you for taking the time to write out a complicated reply :) It's very much appreciated! Link to comment Share on other sites More sharing options...
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