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Model changing colors based on environment


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Hey everybody,

 

I've edited the femaleupperbody.nif mesh in both g3 and 3dsmax 8 and the in both cases the export works fine and the mesh appears in game, but the mesh is constantly changing textures, from what I can tell it seems to resemble whatever my character is standing on or close to (the pattern on the carpet/wall, etc) as funny and revealing of my incompetence as this is I was wondering if anyone has experienced this or might be able to point me in the right direction as to how I can fix it. I've spent the last 3 days trying different things and my character still looks like a retarded chameleon, lol. Thanks in advance!

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Normally when I have had this problem its been incorrect texture paths or corrupted textures...

 

You did setup the skin shader right?

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Normally when I have had this problem its been incorrect texture paths or corrupted textures...

 

You did setup the skin shader right?

 

Hi Nivea, thanks for the reply!

 

I am actually trying to figure that out right now, I loaded both my .nif and a working one in niftskope and am literally just looking at every block trying to see what the differences are. I don't know my way around niftskope very well but on the BSShaderPPlightingProperty block the Shader types are different on the two versions. I changed mine to SHADER_SKIN from SHADER_DEFAULT to match the working .nif but the model still isnt working in-game. Maybe this is indicative of something I did wrong during the 3ds max export? or its something I need to fix in Niftskope? How would one normally set up the skin shader?

 

Thanks again for any light you can shed on this.

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It's gotta be the skin shader, I rechecked the textures and they all work for other .nif files so skin shader for my .nif file must be wrong somehow, aside from reshaping the mesh I didnt do anything else to the model in 3ds max, is this where I missed a step? If somebody can tell me how to set up the skin shader or point me to a tutorial I think I'll be out of the forum's collective hair, lol. I've read in a few tutorials about using the materials editor for custom meshes in 3ds max but it seemed to only have to do with edited item meshes.

 

 

 

Also sorry for the double post I'm just excited that I'm closing in on the problem :smile:

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Well I dont have 3dmax I only use blender so it could be you exported somthing wrong, but I can tell you how to set the skin shader up.

 

First change the Shader Type to SHADER_SKIN, now right below that is Shader Flags you need to make sure these are checked:

 

SF_Z_Buffertest

SF_Shadow_map

SF_Window_Environment_Mapping

SF_Empty

SF_Unknown 31

 

Make sure you Spells->Batch->Update all tangent spaces as well.

 

Hope that helps!

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