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throttlekitty

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I can report that your new nif.xml throws up the error ""block 3 Properties array size mismatch"" .. in context to having a working F3 nif, stripping out/zeroing the properties, ie the materialproperty and shader node, then converting to a Skyrim nif, and when you copy branch, even with just the TriShapeData block under it, it gives me that.

I had taken most of a recent update from Amorilia after he cleaned up some things, and worked from that. But it sounds like things are working for you, unless it's a giant pain this way, I won't mess with whatever changed. I haven't done much in the way of actually playing with meshes, so let me know.

 

Naw, just you have to hit the refresh button on the properties array, where you link in the BSLightingShader block, to avoid an error. Before it was updating by itself. No biggie. It's working for me just a little WTF moment.

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Oh, I've always refreshed, I didn't know they made that friendly, or at least in some manner.

 

Small update to the xml>LightingShaderProperty. Found Texture Transform and Glow, I think. I couldn't get a candle to change emissive color, but I could on my dagger, which also has an environment map, which seems to stack on top of the glow. Needs further investigation, I guess.

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Oh, I've always refreshed, I didn't know they made that friendly, or at least in some manner.

 

Small update to the xml>LightingShaderProperty. Found Texture Transform and Glow, I think. I couldn't get a candle to change emissive color, but I could on my dagger, which also has an environment map, which seems to stack on top of the glow. Needs further investigation, I guess.

I have had odd behaviour with a env map shader coloring stuff....I think that shader, or at least a couple of those shader types, has something to do with vertex color, as whenever I had it off, I get some greyed out, or even really dark diffuse color.. vert paint has something to do with that anyway.

 

edit: it appears that using an env shader might need an _m map or vertex color...

Edited by Ghogiel
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Dissecting "Shader 11" Well, as it appears in the .nifs, that is.

 

 

 

http://dl.dropbox.com/u/13576177/NifTools/IceParallax1.jpg

http://dl.dropbox.com/u/13576177/NifTools/IceParallax2.jpg

 

 

Ghogiel, I think you found a glacier one somewhere that has a specific parallax map. I haven't sought that one out yet, this is from:

Meshes\landscape\ice\frozenmarshicefloechunks01.nif

Which has Diffuse/Alpha, Normal/Spec, Cube. The ShaderProperty has some values, but I couldn't get anything different to happen so far. (currently switched to Float and Color 4 from float x4).

 

Anway, neat shader, and this screenshot is eye-searing :D That wavy sub layer doesn't change much from side-to-side, as seen in the right half of the image, but rather from forward-backward movement along the plane. Pretty cool if you're looking down at it. I had to flatten the normal and bring the spec way down for this screenshot. Also of interest is the blur effect on the 'regular' part of the texture, hard to say exactly where that's coming from, but it's not mip/textel related.

 

Edit: Actually the parallax movement seems to only follow within the 'trenches' of black, rather than the forward/backward notion.

Edited by throttlekitty
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I see what you mean about in the black trenches...looks weird :psyduck: but also :thumbsup:

 

:biggrin:

 

The shaders I was messing with are frost atronach, and the mesh frozentest. but also a couple more cave ones that are different as well.

 

the glacier one with a named parallax is in landscape\ice\glaciercaveentrance01.nif < if you mess with it, I bet the shader requires vert paint to do its magic somehow...

Edited by Ghogiel
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If you happen to catch any, mind noting any shader flags for me? I'm still unsure what to call this one, what with all the other flags. The one i'm interested in seems to goven the overall shader, it's located at the top of a BSLightingShaderProperty, currently named Unknown Flag 1. Here's what I have so far.

 

0= Default

1= Environment Map

2= Flame atronach(Armor),Storm Atronach

5= Skin

6= Hair

11= Ice, parallax?

14= Alt Ice shader? dungeons\caves\green\iceshader.nif

16= Eyes

 

6 and 14 both open up some new values, but changing the hair value (color) seemed to do nothing. 14 i have only seen in that one file so far, and it's a cube, and probably not anywhere in-game.

And I forgot to note where 7 came from, since that also opens new values.

Edited by throttlekitty
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NifSkope 1.1.0-RC1

Corwin has a new build up :D Textures are visible, he's asking for error reports, as this is a Beta RC build.

 

I've some edits to the .xml after this build, Dropbox only, I haven't configured Git since reinstalling windows yesterday, and I'm not in the mood right now. (nyah!)

 

hah thanks for the link throttlekitty.. :wink: finally can view the texture, gone blind for retexturing work without viewing from the nif first....

 

still waiting for nif script for importing these skyrim goodies nif into blender.. :pinch:

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you'll find 7 in the shader tests folder. testcaveepiccorner01.nif

 

It has just diffuse, normal... and a _p map hooked up. :thumbsup: :dance:

 

Edit: and on new xml the bhkCompressedMeshShapeData is being dropped out of the hierarchy.. did it do that before? :unsure:

get wrong block type errors on save.

Edited by Ghogiel
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@ThrottleKitty

Well maybe shader 11 is a "water flow"/"waves" shader then? Looks like that for me anyway.

 

Thanks for all your hard work on nifskope updating. Really appreciated. *bows*

 

@Ghogiel

I'm starting to believe from what I've seen that alpha channel in _n files is occlusion and proper specular maps are _m files.

 

Also what I've seen so far is that alpha in normal diffuse textures is treated as 0/1 switch. So if we understand alpha as 0 - 255 value engine reads as 0-->127 = 1 (invisible) and 128--->255 = 0 (visible).

That's why moss or snow for example have that odd blending issue and in alpha channel you can see different alpha shapes blended with each other. Engine "adds" different shades of grey and creates output depending on final result:

 

 

http://i1099.photobucket.com/albums/g400/Marteen_Dee/Skyrim%20Modding/Alphablend.jpg

 

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