scruples Posted December 5, 2010 Share Posted December 5, 2010 (edited) Ok so as sort of a precursor before I import my armor in, I am starting with working on the eyes in the game. Heres the problem.I throw an alpha into the color texture but it only controls the specularity, where is the switch to make it control transparency?, or is it done another way?. Edited December 5, 2010 by scruples Link to comment Share on other sites More sharing options...
jaysus Posted December 5, 2010 Share Posted December 5, 2010 (edited) the alpha channel of the normal map controls the specular intensitythe alpha channel of the diffuse map (color texture) control transparency (white = translucent, black = opaque) (white = opaque, black = translucent)you also need to add a nialphaproperty to the mesh branch in your nif and set its flags correctly Edited December 5, 2010 by jaysus Link to comment Share on other sites More sharing options...
scruples Posted December 5, 2010 Author Share Posted December 5, 2010 Thanks!, I'll give it another shot, I assumed Black would mean transparent like in every other game out there,(me losing specular in-game must be from my random tinkerings). Link to comment Share on other sites More sharing options...
Ghogiel Posted December 5, 2010 Share Posted December 5, 2010 Thanks!, I'll give it another shot, I assumed Black would mean transparent like in every other game out there,you're correct, Black=transparent, White=opaque Jaysus probably just had a brain malfunction when he replied. Link to comment Share on other sites More sharing options...
jaysus Posted December 5, 2010 Share Posted December 5, 2010 i must,mixed these two up :D Link to comment Share on other sites More sharing options...
scruples Posted December 5, 2010 Author Share Posted December 5, 2010 Thanks guys, learned a whole lot about nifskope today.Unfortunately fallout doesn't like eye geometry that isn't exactly the same since my eye distorts madly from the blendshapes. I hate the way the default eyes bug outwards unrealistically +(. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 5, 2010 Share Posted December 5, 2010 (edited) Thanks guys, learned a whole lot about nifskope today.Unfortunately fallout doesn't like eye geometry that isn't exactly the same since my eye distorts madly from the blendshapes. I hate the way the default eyes bug outwards unrealistically +(.yeah. It doesn't even like it if the geometry is the same. The simple fact is the conformulator, with I have used probably as much as anyone and messed with its setting, never correctly transfered the shape morphs in the egms for the eyes I did for fallout. I purposely didn't change the geometry, and the things still don't deform correctly with the facegen shape morphs. :\ tbh I am at a loss as to how to geth them to work correctly. One thing i can suggest is try putting these in a BSA. I am not sure whether face parts will suffer the same way as hats and hair- as the facegen apparently doesn't work on loose meshes in the data folder. modding...anything is worth a try Also-if you still tinker with this, in your final set up, make the left and right eyes use a texture layout like this- http://www.fallout3nexus.com/downloads/images/14957-1-1286670679.jpgIf the left and right have unique UVs, that way you can get heterochromatic eyes. Edited December 5, 2010 by Ghogiel Link to comment Share on other sites More sharing options...
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