SupermassiveBlackHole Posted October 24, 2010 Posted October 24, 2010 Edit: Problem Solved. Please lock this thread.
pwnedbyscope Posted October 24, 2010 Posted October 24, 2010 youll have to actually edit the model to have the crack/hole in it.. and then modify the uv mapping..
BEArbiter Posted October 24, 2010 Posted October 24, 2010 If I understand you well, You want to remove part of the Helmet to see The Face Behind.That won't work, You need to edit the helmet model for this to work.
SupermassiveBlackHole Posted October 24, 2010 Author Posted October 24, 2010 youll have to actually edit the model to have the crack/hole in it.. and then modify the uv mapping.. Thank-you for the reply. But that's what I was afraid of, I'm even crappier at modeling. >_<
SupermassiveBlackHole Posted October 24, 2010 Author Posted October 24, 2010 If I understand you well, You want to remove part of the Helmet to see The Face Behind.That won't work, You need to edit the helmet model for this to work. Yep :) That is what I wanted. I'm downloading modeling utilities now, gonna see how I can go about doing this. Thanks for the replies guys.
ub3rman123 Posted October 24, 2010 Posted October 24, 2010 I'm not sure about the structures of .nifs for NV or FO3, but here's what I'd do for an Oblivion helm that needed texture transparency. 1. Open the object in NifSkope2. Left click on the part of the object that needs transparency. A NiTriStrips on the block list (Left side of the screen) should be highlighted.3. Right click on the NiTriStrips, and go to Node>Attach Property. Select NiAlphaProperty. If the texture has transparency built into it, then all parts of it that have transparency will be transparent or translucent as the texture. The next foreseeable problem would be that there is no head or eyes behind it. The simplest solution would be to tick it so it only uses the hair slot and not head, but that's just what I'd do in oblivion, no clue about the structure for NV/Fo3.
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