jtucker40 Posted July 24, 2015 Share Posted July 24, 2015 (edited) I am currently working on a weapon mod that utilizes a scope that is actually physically on the weapon instead of using a scope reticle mesh (similar to reflex sight/red dot mods but more zoomed in) but I am encountering some problems with the transparencies. http://i.imgur.com/If3Vk5R.jpg http://i.imgur.com/lRKON7Z.jpg http://i.imgur.com/hQICU2y.jpg As you can see in the pictures above, the lenses (which I have made semi-transparent in addition to applying environment maps to simulate glass) cause other textures to appear invisible when viewed through them, however when I use tfc to position the camera inside the lens I am able to see the full inside texture. I'm not really sure how to explain it in words, so hopefully the pictures can accurately display the problem. Basically, what I want is for the black tube in the second picture to always be visible, however it disappears when viewed through the lens. In addition to that, when looking through the front lens, all textures on the inside of the scope disappear however that is only my second priority at the moment. I tried googling it but wasn't sure what exactly to search for, hopefully some of you 3d modellers here might be able to help me. EDIT: I should note that when I make the lenses fully transparent (full black in the diffuse alpha channel) I am able to see all the things that are disappearing. Edited July 24, 2015 by jtucker40 Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 24, 2015 Share Posted July 24, 2015 It looks like you need to adjust the alpha settings in you nifs nialphaproperty branch(es). Link to comment Share on other sites More sharing options...
jtucker40 Posted July 24, 2015 Author Share Posted July 24, 2015 Okay, what should I be looking for? Will post current nialpha setting asap Link to comment Share on other sites More sharing options...
jtucker40 Posted July 24, 2015 Author Share Posted July 24, 2015 Current NiAlphaProperty settings: http://i.imgur.com/iughENh.png Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 24, 2015 Share Posted July 24, 2015 I am trying to remember the setting I used because I encountered this issue a while back when I made double windowed vault hall pieces (window on each side of the hall). I don't think the vanilla setting worked and I had to play with it but I finally got it to not cut through meshes etc. http://i231.photobucket.com/albums/ee197/Daemongrin/vrsmhalldblwin.jpg Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 24, 2015 Share Posted July 24, 2015 Try 4844 in the flags line and 128 in threshold. Link to comment Share on other sites More sharing options...
jtucker40 Posted July 24, 2015 Author Share Posted July 24, 2015 (edited) Hmm tried those settings, now the tube is visible however the lenses on both ends can't be seen. Have to go to sleep for now, will report back in the morning. EDIT: Can't be seen as in now they are fully transparent Edited July 24, 2015 by jtucker40 Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 24, 2015 Share Posted July 24, 2015 Yeah those were the vanilla settings for somethings had a feeling it would be to much but worth seeing how it worked. Try 4845 with no threshold. Also are you using an ENB? I recently made a makeshift rebreather using an empty bottle and the mask of rebreather and under water it would be invisible even the vanilla rebreather disappaered and it was because of the ENB transparency setting I believe. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted July 24, 2015 Share Posted July 24, 2015 (edited) Have you the shader flag SF_Alpha Textures set in your Shader? Several things can be attempted:- Having the scope in two parts (lenses and tube)- Adding a NiStencilProperty- Having the Normals of your scope pointing inward. (if lenses and scope tube are separate)- relying on Alpha in MaterialProperty instead of NiAlphaProperty (no shader flags or dds transparency needed)Combination of those. Edited July 24, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted5865522User Posted July 25, 2015 Share Posted July 25, 2015 (edited) Deleted - misconception. Edited July 25, 2015 by Guest Link to comment Share on other sites More sharing options...
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