kato85 Posted January 11, 2011 Share Posted January 11, 2011 Not sure where to really begin with this. I've seen mods, one in particular that is not being released but was featured in a photo promoting another mod, where a visor was translucent, so you could see the color of the "glass" but still see through to the model's eyes. I'm wondering if this can be done via texture editing and if so how would I go about it? In the past I've edited textures and created opacity variances via alpha channels, however it's been a really long time and I'm not sure how this would be done for New Vegas. I'm using Photoshop CS4. Thanks in advance for any help. Link to comment Share on other sites More sharing options...
weijiesen Posted January 12, 2011 Share Posted January 12, 2011 Not sure where to really begin with this. I've seen mods, one in particular that is not being released but was featured in a photo promoting another mod, where a visor was translucent, so you could see the color of the "glass" but still see through to the model's eyes. I'm wondering if this can be done via texture editing and if so how would I go about it? In the past I've edited textures and created opacity variances via alpha channels, however it's been a really long time and I'm not sure how this would be done for New Vegas. I'm using Photoshop CS4. Thanks in advance for any help.Add an AlphaProperty via Nifskope, set it to 4333/120, or 4809/128.For the texture, make sure there is alpha in there, and save as DXT5 or whatever. For the color of the glass, you can chat the Material data, *or* you can change each vert's "Vertex Colors" which will allow you to do varying shades at different points. Lastly, i highly HIGHLY suggest you add a _m.dds texture (last slot) and a CubeMap (2nd to last slot) to the glass, set the shader "SF_MULTIPLE_TEXTURES" on, and as the "Unknown Int" change that to 32769 (prevents it from reflecting when its nighttime). Its exactly what i've done on my last little mod i put out. free to take a look --> http://www.newvegasnexus.com/downloads/file.php?id=38364 hope that helps. later! Link to comment Share on other sites More sharing options...
baduk Posted January 12, 2011 Share Posted January 12, 2011 Hi! Thanks for sharing your tips! I have a question tho. Is it able to use these techniques on skinned armors also? Link to comment Share on other sites More sharing options...
weijiesen Posted January 12, 2011 Share Posted January 12, 2011 (edited) Hi! Thanks for sharing your tips! I have a question tho. Is it able to use these techniques on skinned armors also?No problem. I'm "THE GUY" when it comes to Nifskope.Yes, these techniques are what you *should be using* on skinned armors too.Thing is, there are LOADS of techniques to use for "optimizing" your mesh and making it look as real and impressive as possible. But, sadly my lazy arse hasn't taken the time to post any tutorials. But perhaps with the release of the Nexus-Wiki i'll have to make an exception ;) (if any of you are a Nifskope enthusiast, you are welcome to PM me if you wanna know more. I can explain what *most* of the Shaders do as well. as i've got a great deal of experience with most things relating to Fallout's Nifskope usage and what it all means.) Edited January 12, 2011 by weijiesen Link to comment Share on other sites More sharing options...
kato85 Posted January 13, 2011 Author Share Posted January 13, 2011 I don't know anything about editing models at all. While I'd downloaded NifSkope, I don't understand how to use it. I'll just leave the visor as is for now until I feel a little adventurous and decide to give it a whirl. Thanks anyway! Link to comment Share on other sites More sharing options...
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