jonas66 Posted October 4, 2011 Share Posted October 4, 2011 I've had plenty of times that meshes visible in nifskope didn't show up in game, but I don't think I've had this happen before, and I had to leave the house before I could properly troubleshoot it. I took a two piece vanilla mesh (merc adventurer), and separated the top part from the bottom. Then manipulated the bottom piece to make a pair of full-legged pants, and fitted it to a new texture. When I exported, neither piece showed up solid in nifskope, though when I click on where they should be I can pull up a wire-frame. For curiosity, I attached the nistencil node to see if it would work doublesided (ie, flipped normals), and it didn't. I noticed two things, though. First, that the top got reassigned to the new texture as well, and then in blender that they both still had the same material. So, I'm guessing that I need to erase the materials for both of them, create new materials, and then remap the textures? Do you think that will correct the issue, or is there something else at work here that I will have to address as well? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 4, 2011 Share Posted October 4, 2011 Maybe you have alpha set to 0? Link to comment Share on other sites More sharing options...
jonas66 Posted October 4, 2011 Author Share Posted October 4, 2011 I guess I can check along with the rest, but I didn't change anything in the alpha properties while modding the mesh, so I would assume they'd still be at the default values. I did make a custom texture and custom normal map, for pretty much the first time ever, in Gimp. I don't recall making the alpha color black (as I just saw to do in instructions on the TES tutorial forums) so I assume it was white by the default setting. do you think that could have caused it? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 4, 2011 Share Posted October 4, 2011 Could have I guess.. I think it will only use the alpha channel for transparency if you have an an alpha property attached. But if alpha is set to 0 on the material property, it will still go totally transparent no matter what the texture says. Link to comment Share on other sites More sharing options...
jonas66 Posted October 4, 2011 Author Share Posted October 4, 2011 Cool, that gives me another place to start at least. I'll put up the results whether they work or not, once I get back to my modding computer. I appreciate all the advice you give on here. It's been very helpful over time. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 4, 2011 Share Posted October 4, 2011 One other thing I thought of... look at your nistencilproperty. If you have more than one, remove one. If it still doesn't come back, look at the flags. If it is set to 0, it won't work. Set it to 19840 if it isn't already. Link to comment Share on other sites More sharing options...
jonas66 Posted October 4, 2011 Author Share Posted October 4, 2011 I think I just hurried, and didn't do it properly. I went back in, deleted the materials for both top and bottom, gave them new ones, and took my time mapping the textures properly, and it went fine. I think part of the issue, other than the material thing, was that I hadn't changed the tri color part (I don't actually know what it does lol, just how to make it work), to the white/black/white format. Who knows? Well, maybe you would, but I'm still just functional in blender, not fluent. I know how to make it do what I want, but not necessarily why it needs to be a certain way. Anyway, now all I have as issue is an overbright normal map, then I think I'm perfectly in business. Everything shows up in game just fine. :thumbsup: Link to comment Share on other sites More sharing options...
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