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Alpha- specular into transparency.


scruples

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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 by scruples
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the alpha channel of the normal map controls the specular intensity

the 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 by jaysus
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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.jpg

If the left and right have unique UVs, that way you can get heterochromatic eyes.

Edited by Ghogiel
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