Nadimos Posted February 15, 2011 Share Posted February 15, 2011 (edited) so you did retoggle archive invalidation under tools via fomm each time, i asume? i guess another thing you could try is, maybe copy the branches over to another nif that works fine and does not have the shiny effect. if it still does not work and all the values are right, i have no idea except to go into blender again and redo the export from scratch. meaning simplify it down to just the model itself. Then if it is still buggy, well i think you might be the first person, who has a real life ghost living in your computer. Edited February 15, 2011 by Nadimos Link to comment Share on other sites More sharing options...
davidlallen Posted February 15, 2011 Share Posted February 15, 2011 The first tip from kaya47 relates to the alpha channels on your dds files. Are you positive that the alpha channels are correct? If you can put the files that you sent to kaya47, into a public ftp site like mediafire, then other people can take a look also. If they are small enough you can attach a zip file directly to a post. Link to comment Share on other sites More sharing options...
csmithsr90 Posted February 15, 2011 Author Share Posted February 15, 2011 You know ... to be honest that may still be the problem. Here is a zip file of the textures. I also soved the texture ripping problem, not a method I am particularly found of, but what works works. I made a texture pack of the textures in GECK. Then forced them on the game engine as alternate textures. As far as I am concerned they should have shown up in GECK without the forcing of textures that way. So now at least I can show the shiny plastic helmet problem. Link to comment Share on other sites More sharing options...
csmithsr90 Posted February 15, 2011 Author Share Posted February 15, 2011 You know ... to be honest that may still be the problem. Here is a zip file of the textures. Sorry the site wouldn't allow me to send multiple files. I'll try again with the zip Link to comment Share on other sites More sharing options...
csmithsr90 Posted February 18, 2011 Author Share Posted February 18, 2011 Being frustrated and wanting to do something i tried an experiment. I pulled the original texture out of the bsa. I opened in GIMP, saved it without changes as a DTX5 w/mipmaps. I did NOT change the alpha channel. I then pointed my NIF at it. I then pointed to the vanilla normal map and glow map. Guess What ... yep a shiny helmet. So base texture could definately the problem. I think something GIMP may be doing is the problem. Comments? ... Did anyone have a chance to check the texture files yet? Link to comment Share on other sites More sharing options...
Pelinor Posted February 18, 2011 Share Posted February 18, 2011 (edited) I took a look at it, and your alpha on the _n file is completely white. GIMP is certainly not saving the alpha channel correctly. (I've had the same problem with the Photoshop plugins.) My solution is to save the new image to TGA format, then use Paint.NET to convert to DDS. Edited February 18, 2011 by Pelinor Link to comment Share on other sites More sharing options...
csmithsr90 Posted February 18, 2011 Author Share Posted February 18, 2011 I assume you are correct. I will try your fix. Thank you for your input Link to comment Share on other sites More sharing options...
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