Nalim666 Posted November 27, 2011 Share Posted November 27, 2011 (edited) 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: 128I 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 November 27, 2011 by Nalim666 Link to comment Share on other sites More sharing options...
Ghogiel Posted November 27, 2011 Share Posted November 27, 2011 (edited) 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.jpghttp://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 November 27, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Nalim666 Posted November 27, 2011 Author Share Posted November 27, 2011 (edited) 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. Edited November 27, 2011 by Nalim666 Link to comment Share on other sites More sharing options...
Ghogiel Posted November 27, 2011 Share Posted November 27, 2011 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? Link to comment Share on other sites More sharing options...
Nalim666 Posted November 27, 2011 Author Share Posted November 27, 2011 (edited) 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 November 27, 2011 by Nalim666 Link to comment Share on other sites More sharing options...
tricolour Posted November 27, 2011 Share Posted November 27, 2011 I am so glad for this thread! Link to comment Share on other sites More sharing options...
Nalim666 Posted November 27, 2011 Author Share Posted November 27, 2011 (edited) 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 November 27, 2011 by Nalim666 Link to comment Share on other sites More sharing options...
Ghogiel Posted November 27, 2011 Share Posted November 27, 2011 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 _1I 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.... Link to comment Share on other sites More sharing options...
Nalim666 Posted November 27, 2011 Author Share Posted November 27, 2011 I see. That explains my problem too. It must have overlaid the transparent areas to to make it so transparent it didnt look like anything was there. then when I only modified one mesh it looked ok. Link to comment Share on other sites More sharing options...
Recommended Posts