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LHammonds

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btw you can use Apply_Hilight and the material name EnvMap2 independently. or rather you can use Apply_Hilight and not the EnvMap2... never tested the other why

 

Also for saving the any map with an alpha channel, don't use DXT3 unless you really know why you are doing so. DXT5 is probably more useful in 99% of cases. in fact, after modelling for 4 years and making hundreds of models, I have never used DXT3.

 

here is why:

http://i25.photobucket.com/albums/c85/lego-botz/other/DXT3AlphaChannelCompression.jpg

 

http://i25.photobucket.com/albums/c85/lego-botz/other/DXT5AlpahChannelcompression.jpg

 

DXT3 only contains a 16 color pallet in the alpha channel. The RGB values are identical between DXT3 and DXT5

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I guess a new topic, this is not a nifskope issue per say. I am uncertain whether you will find much help on this board actually for that

 

when it comes to translation, billboards are like any node. tbh I don't know what to tell you. It's all the same thing across all the nodes.

 

I don't know what a zero node is, i presume the root node?

 

Anyway I guess your problem comes from pivot centers and not understanding how to work with them, and juggle them.

 

you can always just create bone, or however you make nodes in blender, then just position that correctly, according to the hilt, when you export, I guess you just need those numbers in object space, or for them to be zeroed< which is where you're hitting the wall.

anyway just convert the ninode to a billboard in nifskope. It's hard see to exactly what you need to do without seeing it first hand or at least pics with a paint over or something.

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  • 1 year later...

I've been directed all over the place, with regards to my mod in progress. Someone advised me to 'write a shader' for my Armor Dye mod. The deal is, I plan on doing over 3,000 textures. Is there a way to recolor all the mesh texture files instead of doing all 3,000 in GIMP? Make sense? I'm lost myself. Still doing research on the topic. HELP! :P

 

EDIT: More specifically, is there some type of script that can recolor armor, for instance, in real time, in-game? Or am I going to have to do ALL 3,000 textures in advance for the game to 'call up'? I can mess with Ambient, diffuse, color etc in NifSkope, I just don't know how to 'write a shader' or have it done efficiently in-game. If it were possible to write a script for NifSkope or something...I'll keep researching

Edited by droscoe2
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  • 1 year later...

I have been having some problems with NifSkope. I need to view various different oblivion textures for a project that I am working on but when I open the program and load a file the model is white. Is there any way that I could fix this?

This is an example of the colorless model that I get when I load a file:

http://i.imgur.com/uniPxEg.png

 

And this is what my render settings looks like:

http://i.imgur.com/gj1lsXl.png

 

Any help on this will be appreciated :smile:

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@SkyrimKhajiit - This is meant to be a tutorial resource topic not an issue topic.

 

Simple answer is that you haven't added the path to the textures. Manually add the folder which contains the root texture folder. Probably something like "E:\SAM\BSA\Textures\"

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  • 1 year later...

I have a question about the texturing.. (Maybe it has already been explained, if so i sorry anticipated i haven't seen it) anyway, I was working on a mod, and for doing that i imported an obj file on nifskope.. The model i imported had already his texture and all that. But when i import it the uv mapping appears all messed up and i don't know what to do for fixing it. There's a way to.. i don't know, maybe redraw the uv mapping or maybe reset it?

Edited by NicotineCaffeine
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