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Alpha settings in mesh?


Nalim666

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I posted a similar question in the "Trying to remove armor pieces" thread but I realized I'd love a full rundown and that needs another thread.

 

Id love to know what the different blending modes does can't seem to find any NIF alpha for dummies pages on wiki ^^

 

I have figured out how to make part of the mesh invisible: create an alpha channel in the NIF for the mesh I want to change and cover the part of the texture in the alpha chan in the dds file. In NIFSkope - Do not check enable blending - Source: Src Alpha - Destination: InvSrcAlpha - Treshold: 128

I have figured out how to make the entire armor "ghostly" like the "Nocturnal Ghost Clothes" by zuluknob: Create an alpha channel in the nif and set - Check enable blending - Source: Src Alpha - Destination: One - Treshold: 0 (seems treshold 128 gives same result)

 

To give grades of transparancy to different parts of an armor do as you would if you wanted a part invisible but check "enable blending" in NIFSkope then edit the Alpha chan in the dds file

 

In what "format" do I save the DDS file? - Figured out that DXT3 works

 

What is the best alpha settings in the NIF is best for using a gradient in the alpha of the dds to determine transparancy? - Seems Destination: InvSrcAlpha works

 

Finally what is the difference between the 2 nif files with _0 and _1 at the end? Different versions of the same armor or are they used to provide different information?

 

Edit: figured out how to make parts see trough updating above so others can look here if they are as wet behind the ears as me.

 

only the question about the _1 and _0 files remain

Edited by Nalim666
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DXT5 interpolated alpha if you want to put stuff into your alpha channel... and not have it reduced to a 16 color greyscale.

 

http://i25.photobucket.com/albums/c85/lego-botz/other/DXT3AlphaChannelCompression.jpg

http://i25.photobucket.com/albums/c85/lego-botz/other/DXT5AlpahChannelcompression.jpg

 

 

 

You can use many alpha flags. 4845 and the default flag is probably good bets for multilayered alpha planes with blended gradients.

 

other flags I have used: 4333, 4844, ect they just do different things with test and blend modes. Spend waaaaay too long sorting alpha in my time lol.

 

the _0 and _1 models are the weight morphs on the outfit. _0 one end of the weight slider and _1 the other.

Edited by Ghogiel
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I'm trying to get this to work on the falmer armor mesh but something is not working properly. However I do it it seems to go either full transparant or no transparancy.

Have you tried flag 4845? is there a grey tone in the alpha map?

Yes using flag 4845

 

Yes i used a grey tone in the alpha map, saved in DXT5 interpolated alpha.

Edited by Nalim666
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I finally got it to work. very odd solution though.

 

I used flag 4845 and treshold 0 for the model _0 (I think the one my toon uses)

I used flag 4844 and treshold 128 for the model _1

 

Now I need to figure out how to replace the ugly FemaleUnderwearBody:0 with a better body... Havent figured out how to transfer parts of one mesh to another NIF file and I dont know if the bind points follow over.

Edited by Nalim666
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I finally got it to work. very odd solution though.

 

I used flag 4845 and treshold 0 for the model _0 (I think the one my toon uses)

I used flag 4844 and treshold 128 for the model _1

I am getting the impression that only 1 mesh is actually used in game... and the other is simply for the morph data. It makes way more sense. It's not like it is blending between meshes.. surely it is only using one and then morphing it based on the where about the slider is....

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