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Blood on Armors


BigBizkit

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Afaik blood on armors (and weapons) is controlled by some "decal layer" that is shaped like the armor/weapon but just a little bit bigger and invisible (and made visible through blood or whatever).

 

I have some edited armors and the problem is that their decal layer (I assume) is still the same as the original, unedited mesh, so they collect blood at places where they shouldn't.

 

Now, I THINK, you need 3ds/blender skills to make/change the blood decal layers. I don't have those, so this is out of the question.

 

However, I wanted to ask IF and if yes WHERE one can simply delete/otherwise get rid of the blood layer altogether just with nifskope? Apparently it is not its own nitrishape and I fail to see where the blood layer is.

 

 

Thanks

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  • 2 weeks later...

I don't know if this will help you much but I have never noticed an extra mesh being used for decals in any of my armor / weapon edits... items that glow / have smoke effects etc etc yeah, but not for decals. One thing I have occasionally noticed when loading up vanilla meshes to fix seams / bake textures is they sometimes have a separate UV map that looks like a bunch of planar projections all mashed on top of each other... I think that might be for decals.. or my nifskope likes to play games with me when exporting :tongue:.

 

The UV option makes the most sense to me since it is very hard to avoid clipping errors when you have a duplicate mesh on top of another that it is skinned for animation... unless you are actually creating a duplicate mesh every frame that has every vertex pushed out a tiny bit on it's normal direction you end up with glitches / intersections, something that I'm sure skyrim can't do since glow effects are always so bad ?... it would also double the vertex count, where as each UV map only doubles the vertices on the outlying edges of islands, anything internal doesn't need the info... hmm.

 

Sorry, I know you really didn't want a 3d geeky kind of answer but sometimes it is better to have any insight into the devil you are fighting ? :smile:

 

in this case I'm (maybe, possibly, kinda, slightly, surely) sure that the decals are actually being added as decals... and the devil you are after could be contained in some NiAlphaProperty voodoo, http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ section 4.1 ?.

 

I think that is about all I have figured out about blood decals so far hehe, isn't much, but I only just noticed this question, and how long it had gone unanswered.. figured any info was better than none ? :D

 

 

 

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I think that is about all I have figured out about blood decals so far hehe, isn't much, but I only just noticed this question, and how long it had gone unanswered.. figured any info was better than none ? :D

Well yes, but it is to be expected in these forums.

 

I don't think it is in the UV maps. I have tested that a bit. Anyway, I expected this to be more of a "oh, the thing you are looking for is there and there"-thing and not a cryptic mystery. Tbh I don't want to spend 100 hours stabbing in the dark to solve this minor problem, so I'll just deal with it.

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This is an old thread, but in case you're curious the blood decals in weapons have "BloodEdge" in the branch name and are linked to a NiHide branch. You can use transform to set the BloodEdge branches' scale to 0 and that way they will not show up. It's what I've done with a couple of custom weapons :wink:

 

EDIT: Oh I missed the "armors" part, derp. Well, I dunno, can you downscale them as well? Sorry, I am on painkillers and derped out :pinch:

Edited by Jokerine
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