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Posted

Ok, i'm sorry if this is on here already couldnt find it, but i need help with my idea for an awesome mod. I will try not to give it away but How do i make an item reflective, like a cuirass that you can see yourself in or other people in? thanx

TheKeeperX

Posted
You can't make it mirror-like, but you can make it ultra-glossy. You take the normal map for the item and completely remove the alpha channel. That way it'll be so glossy you might not be able to see the textures.
Posted

You can't make it mirror-like, but you can make it ultra-glossy. You take the normal map for the item and completely remove the alpha channel. That way it'll be so glossy you might not be able to see the textures.

 

Well i've seen other games with it, what stops it from being possible in oblivion. And also how do you make something like a clear glass?

Posted

It's just the engine. Oblivion doesn't know how to handle reflections, and the poly count of doubling everything on screen would murder a computer.

 

To make an object like clear glass is easier. First, take the texture of the object and lower the alpha of it (Opacity) wherever you want transparency/translucency. Once you've done that, open the model in question in NifSkope, go to the NiTriStrips you want transparency on, right click it, go to Node>Attach Property>NiAlphaProperty.

Posted

It's just the engine. Oblivion doesn't know how to handle reflections, and the poly count of doubling everything on screen would murder a computer.

 

To make an object like clear glass is easier. First, take the texture of the object and lower the alpha of it (Opacity) wherever you want transparency/translucency. Once you've done that, open the model in question in NifSkope, go to the NiTriStrips you want transparency on, right click it, go to Node>Attach Property>NiAlphaProperty.

 

Thanx man.... but that sucks, I was wanting to make mirrors for oblivion, it would be cool.

 

 

What about swords and water, they can reflect. how come we can't use the same properties?

Posted
The swords aren't really reflecting anything, they have that ultra gloss I mentioned earlier. As for water, it's just not possible to get that to work correctly on a constantly updating item. Water reflections add enough lag without some super-high poly model trying to calculate what the reflection should look like as well. And water only can reflect LOD objects and land, so it's not a worthwhile option.
Posted

The swords aren't really reflecting anything, they have that ultra gloss I mentioned earlier. As for water, it's just not possible to get that to work correctly on a constantly updating item. Water reflections add enough lag without some super-high poly model trying to calculate what the reflection should look like as well. And water only can reflect LOD objects and land, so it's not a worthwhile option.

 

So what if I put ultra gloss on a flat mesh, would it reflect the player

Posted
No, it shows something that may look similar to your surroundings, but it's really just ageneric background. Take a look at Alonsos Whales, they have this effect; if you want to see it that's a large enough surface.
Posted

No, it shows something that may look similar to your surroundings, but it's really just ageneric background. Take a look at Alonsos Whales, they have this effect; if you want to see it that's a large enough surface.

 

Ok, thanx... alright last one and i'm sorry i know this is off topic, but how can i make animated textures. saw a video with a shield like that, can't find tutorial

Posted
Still trying to figure that out myself. My best theory is that you have to animate the texture in GIMP or something, then add some property to the NIF.
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