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Skyrim, 3ds max and transparency.


dxraptor

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in a max scene? and in real time and not in a render? not sure about realtime with standard materials as I don't think I have ever tried. But if you can just duplicate the diffuse map into the opacity map slot and in the bitmap properties you can set alpha source to image alpha. That should work for standard materials and renders.

 

If you mean just in a nif, then you need to add a NiAlphaProperty to the NiTriShape's second property slot.

Edited by Ghogiel
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in a max scene? and in real time and not in a render? not sure about realtime with standard materials as I don't think I have ever tried. But if you can just duplicate the diffuse map into the opacity map slot and in the bitmap properties you can set alpha source to image alpha. That should work for standard materials and renders.

 

If you mean just in a nif, then you need to add a NiAlphaProperty to the NiTriShape's second property slot.

 

Thank you, duplicating did the trick.

 

More questions now but i'l do my research first before asking :)

 

Edit. Back again... Is it possible to make max show transparency using just niftools shader? there are transparency modes there but they dont seem to show real time.

Edited by dxraptor
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Don't think so in real time, if it does it might be worth changing the display driver from Nitrous to DX 9 in customisation prefs... :unsure:

 

The niftools shader isn't actually complete though. It's not very useful atm. it'll only work with F3, none of the parameters really do anything in a skyrim BSLightingShaderProperty. even the texture set node it spits out will be a F3 version one with only 6 texture slots, and won't work in Sky. It's virtually all post export setup for shaders atm.

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