Jeoshua Posted December 26, 2011 Share Posted December 26, 2011 So I'm trying to make New Vegas look as good as possible, right? I have this issue tho... see here: http://img854.imageshack.us/img854/9364/screenshot1217.png This glowing dust occurs for smoke, sand storms, dust, mist, and generally any of the hanging static stuff lying around the game. It looks absolutely horrible! It's not radioactive, there are no lights on it, and it's not a mod doing it as it persists for me with the vanilla files and no engine tweaks such as FXAA or 4GB enabled. I have tracked the issue down to one of the nodes in the Nif file: BSShaderNoLighting. Any of my attempts to modify or replace this entry either cause the mesh to disappear or to glitch. How can I make these meshes not glow? It is incredibly unrealistic and I'd like to be able to remove it, somehow, without removing the meshes entirely. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 28, 2011 Share Posted December 28, 2011 is it definitely not the emissive color? Link to comment Share on other sites More sharing options...
Jeoshua Posted December 28, 2011 Author Share Posted December 28, 2011 Not that I can tell, anyways. The specular color is set at 1.0 but the same can be said for many objects that do not glow. It's ambient is 1.0 but as you can see in the night picture above there is no ambient light. And the emissive is set to 0.0 as far as I can see. The one pictured is the dust storm at Ivanpah Race Track. I'm playing the game trying to find a non-glowing piece of dust which I can compare the files against, to see how it' really supposed to be done... but as I mentioned it seems the dust and mist and even smoke (which really should be just black) seems to do it, too. Link to comment Share on other sites More sharing options...
Astymma Posted January 3, 2012 Share Posted January 3, 2012 Hmm I think for NiMaterialColorController blocks, Target Color can be set to TC_Self_Illum and it will be lit regardless of lighting. The flags for that block might also be set to active with emissive flagged. NiMaterialProperty block can be set to emissive. An obvious one but does it have a glowmap _g.dds file? Hehe, j/k, you checked that already.... didn't ya ;) All I can think of at the moment... EDIT: Which nif? meshes\effects\ambient\fxdustwhirlwind01.nifmeshes\effects\ambient\fxdustmeshsky01.nifmeshes\effects\ambient\fxdustmeshtube01.nifsomething else? Link to comment Share on other sites More sharing options...
Jeoshua Posted January 4, 2012 Author Share Posted January 4, 2012 The meshes specifically that I'm looking at right now are:meshes\effects\nv\nvlimestoneduststorm.nifmeshes\effects\nv\nvlimestoneduststormhalfvis.nifmeshes\effects\nv\nvlimestoneduststormnight.nif Thing is there IS that night mesh, but it's seemingly never switched out. And it looks much worse than the other one, no matter the lighting conditions, which is probably the reason why. The meshes seem to respond properly to lighting in NIFskope, but in game they just... glow like that, no matter what light is really out there. Ambient Color is set to pure whiteDiffuse Color is set to pure whiteEmissive Color is set to pure blackSpecular Color is set to pure blackEmit Multi is set to 1All texturing properties say "No" to every texture type except the base texture. The only thing that I can see which does anything non-standard to lighting is the BSShaderNoLighting (node 40), the name of which seems to imply it doesn't respond to lighting. And attempts to change or replace this with something else have so far rendered the entire mesh invisible, no doubt due to my ignorance. Link to comment Share on other sites More sharing options...
Astymma Posted January 4, 2012 Share Posted January 4, 2012 Dunno if this will help, but here's some information that might shed some light...http://niftools.sour...php?f=10&t=2073 Also...http://pyffi.sourcef...Type-class.html And...http://niftools.sourceforge.net/doc/nif/BSShaderNoLightingProperty.html Link to comment Share on other sites More sharing options...
Cag93 Posted January 4, 2012 Share Posted January 4, 2012 Does it have anything to do with how the mesh is handling the texture transparency? Link to comment Share on other sites More sharing options...
Jeoshua Posted January 4, 2012 Author Share Posted January 4, 2012 I dunno, could it? The Alpha Property looks similar to the one for Hair to me, and they don't glow.... Link to comment Share on other sites More sharing options...
kibblesticks Posted January 4, 2012 Share Posted January 4, 2012 The only thing that I can see which does anything non-standard to lighting is the BSShaderNoLighting (node 40), the name of which seems to imply it doesn't respond to lighting. And attempts to change or replace this with something else have so far rendered the entire mesh invisible, no doubt due to my ignorance. Have you tried messing with the ambient and diffuse settings? Also if you check under the BSShaderNoLighting node, there should be another texture path. I think this is the one the model uses, not the base one. I've done a few hologram-type meshes and my problems always seem to stem from the BSShaderNoLighting node. Hope you sort it =] Link to comment Share on other sites More sharing options...
Astymma Posted January 4, 2012 Share Posted January 4, 2012 Also, you may want to check the transform controllers handling the animations. They have a texture blending controller and those 3 NIFs all have things like Glossiness at 10.0 in those controllers. Link to comment Share on other sites More sharing options...
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