ind8891 Posted November 23, 2011 Share Posted November 23, 2011 You can use nifskope with the new .xml to copy out the body mesh from other armors with less... coverage lol. and then open up the .nif of the armor you want to modify and paste it in. I think Forsworn armor has a complete female body model, or you could try nocturnal's robe. Can also use nifskope to add alpha to nitrishape inside the .nif if it doesn't have it. Then just add an alpha channel to the texture you want transparent in photoshop. I've done it with the dragonscale armor, didnt' like having so many scales... only problem is if you add the entire female body it'll clip with the armor in places, couldn't get the whole exporting to blender and then importing it again to work... i could modify the mesh but it'd like... lose some information or something in the process because when i imported it back into the .nif and loaded up skyrim the shape would look right but none of the textures or shading would show up =s ... i have like no modding experience though, never used niftools before so maybe someone else could help ya figure that out. Link to comment Share on other sites More sharing options...
tricolour Posted November 23, 2011 Share Posted November 23, 2011 I use DDS2 converter to change from DDS files to PNG, edit in PhotoShop, then change back. That leaves "holes". Nvidia has a DDS plugin that works with photoshop. It will save you the trouble of converting to png http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop I have that plugin, but my experimenting with saving with different DXT etc. settings did not come out the way I wanted (blurry or failed to write). Can anyone please recommend or point to a place on this site (or elsewhere) which shows which of the settings to use. Other than that, I am able to make it work by the cumbersome process of using DDS2. Link to comment Share on other sites More sharing options...
necKros Posted November 23, 2011 Share Posted November 23, 2011 Nvidia plugins work just fine. DXT DDS are slightly lossy RGB/RGBA files, so what you get is practically what you see before saving. DXT profiles just deal with the alpha channel, and the description within the plugin is very straight foward. Support data here. Can you elaborate on those write errors you get? Link to comment Share on other sites More sharing options...
tricolour Posted November 24, 2011 Share Posted November 24, 2011 I was having the trouble with some New Vegas stuff, but it seems to work fine with Skyrim textures now that I try them (I expect the dimensions should have been 512x512, 1024x1024 etc.). DXT5 seems to work, so no problems. Thanks for asking. Link to comment Share on other sites More sharing options...
necKros Posted November 24, 2011 Share Posted November 24, 2011 (edited) Also remember you can use the 8.8.8 RGB/ARGB format in Skyrim for lossless saving. Edited November 24, 2011 by necKros Link to comment Share on other sites More sharing options...
norx85 Posted November 24, 2011 Share Posted November 24, 2011 Hi to everyone, i've the same problem with the transparent texture in an armor. i tryed to use gimp with dds plugin and the result was "holes" in the body, i've tryed to use paint.net and the result was the same, now after reading this thread i've used dds converter to make a png, modify it and then reconvert into dds with dxt5 compression but i've got no result again. I've seen some mods done cutting areras in the texture (ex. http://www.skyrimnexus.com/downloads/file.php?id=239) so i don't know why i'm not able to do the same thing and i'm getting crazy, please help me :wallbash: Link to comment Share on other sites More sharing options...
Ghogiel Posted November 24, 2011 Share Posted November 24, 2011 I have a question related to this. While you say that the normal's transparency determine's specularity, it seems some objects in the game have their own separate specularity map. For instance, bodies. They have a diffuse map dds, a normal map dds, AND a specularity map dds. Is this true? I mean, it seems that way. For objects that have this separate map, will increasing transparency on the normal map have *any* effect?Stop saying transparency. Just say alpha channel or something you are confusing me, as what you are talking about has nothing to with transparency . The bodies have a separate spec map because they use a special skin shader and that is how it's setup. I don't think there is anything more to it than that. And no, there is no alpha channel in the bodies normal map, so adding anything to it will do nothing. Don't save with an alpha channel in this case. Link to comment Share on other sites More sharing options...
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