jhardingame Posted July 4, 2011 Share Posted July 4, 2011 Video pretty much says it all. :P http://www.youtube.com/watch?v=fYfTqIocCm4 But, for some reason the Alpha Channels act funny, so, you can only actually see through the holo circles at certain angles and such. Also, all the animated objects slightly 'pause' at each keyframe of the animation. Any advice/help on those two small problems would be appreciated :D Link to comment Share on other sites More sharing options...
rausheim Posted July 4, 2011 Share Posted July 4, 2011 I would think that you may need to add some normal maps too. Something similar has happened to armor I made from scratch. Link to comment Share on other sites More sharing options...
jhardingame Posted July 4, 2011 Author Share Posted July 4, 2011 It already has normal maps. Link to comment Share on other sites More sharing options...
Ghogiel Posted July 4, 2011 Share Posted July 4, 2011 (edited) It'll be rather difficult to tell you how to sort that without seeing the interior structure of the nif. I reckon if you use alpha test and order everything in the right way you should have no problems with that. are you using the BSShaderNoLightingProperty? and what are your alpha flags? Edited July 4, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
throttlekitty Posted July 4, 2011 Share Posted July 4, 2011 What are you using to animate with, and do they animate correctly in that app? With the rotating circles, i'd guess that the keyframes are duplicated at the beginning and end, but I'm not sure how that would apply to the moving circles on the right. Ghogiel, do models actually get sorted by their index in the .nif? I never got that to work. Link to comment Share on other sites More sharing options...
jhardingame Posted July 5, 2011 Author Share Posted July 5, 2011 I use 3ds Max, just in case everyone here is thinking about how blender and animation works. I already talked to talkietoaster, and he said that the Alpha problem is probably due to the meshes being in the exact same position(which they are), and the game is getting confused on which one is in front when the have the same position. As for the 'pausing', this is what he said; The pausing is a problem with your key type- you need to switch to one that has speed data so it knows that when it hits 0 it should be at speed whatever, instead of 0. Currently it rotates to angle 0, drops to speed 0, then the next run starts and it has to get back up to speed. Link to comment Share on other sites More sharing options...
Ghogiel Posted July 5, 2011 Share Posted July 5, 2011 Ghogiel, do models actually get sorted by their index in the .nif? I never got that to work.Yeah it does. It's not exactly always straightforward though. Link to comment Share on other sites More sharing options...
jhardingame Posted July 6, 2011 Author Share Posted July 6, 2011 (edited) Well, it seems importing the model into blender, and re-exporting fixed the 'pause' issue. Not how I wanted to solve it, but what works works. edit; Actually, importing to blender and re-exporting fixed BOTH problems. :3 Edited July 6, 2011 by jhardingame Link to comment Share on other sites More sharing options...
Recommended Posts