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Exported NIF has "reversed" lighting in-game


HalcyonAnd0n

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It's late, might try a brand new project from scratch tomorrow but would rather not so here's my issue:

 

After going through the process of making some sleeves in Blender (which I've done twice already, scratch to finish, without this issue), I export to NIF format, check shader values in NIFskope, load it into the game via FO3edit... And they look dark on the side my camera is looking at while the rest of my armor/clothing is light. I spin 180 and exactly the opposite. So if there is light shining directly on it, it shows on the opposite side of the mesh :wallbash: I'm guessing I hit a setting I shouldn't have while making the mesh in Blender to cause this because after that I reverted back to a blend file I made right after making the cylinder to shrink wrap onto the arm, went through the process again (subsurf, shrink, loosen some vertices to avoid clipping, mirror, make seams, unwrap, UVmap adjustments, bone-weight script copy, etc etc).

 

Could it be something in the UV mapping? Any ideas? I'll try and give more details when I come back if needed, it's amazing how you start into these sort of things and 8 hours passes by like lunchtime o_O Thanks in advance

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I am guess you have inverted face normals according to what you said...

 

The solution in blender is to do what used to be called recalculate face normals, or it'll be something like that. It's some simple short cut key, been years since I used blender, not sure if its object or edit mode, but it's something like ctrl N

 

yep i had to google just to check myself. :) I still got it.

http://www.blender3dclub.com/index.php?name=News&file=article&sid=16&theme=Printer

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@Ghogiel: You are THE man, flipped normals and everything's good :) I had read something in line with that but never found out anything else, mostly because I was searching for "mesh lighting reversed" and other such phrases and never got anywhere. Kudos to you! :thumbsup:
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