Ghogiel Posted January 3, 2012 Share Posted January 3, 2012 actually vanilla bodies have "NO" to "has vertex colors". Still no luck with the normal maps, turning off normals and/or vertex colors just made the outfit very dark.Actually vanilla bodies have 'Yes' to 'has vertex colors' At least mine do. :confused: Link to comment Share on other sites More sharing options...
theRoadstroker Posted January 3, 2012 Author Share Posted January 3, 2012 well that's weird , mine doesn't ... they all have NO. Well I made somewhat progress to the normal map issue, it turns out that it has the do with the BSLightingShaderProperty Flags. 4867 is for bodies and does make my normal map appear but it seems to be object based normal map. 771 which most armor has just make the specular appear.897 is for some shields and swords, but makes my game crash if I apply it to a armor mesh. Oh well I guess I'll have to try different numbers, if anyone have any other numbers you have seen elsewhere, then feel free to post them. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 3, 2012 Share Posted January 3, 2012 if you are looking at some random string of numbers when editing your shader flags still, you might want to update nifskope. Link to comment Share on other sites More sharing options...
theRoadstroker Posted January 3, 2012 Author Share Posted January 3, 2012 Updating Nifskope didn't really do anything except it feels abit more confusing and every time I save a mesh I get the error message "link points to wrong block type" which happens on vanilla meshes as well. I took a closer look on the vanilla skyrim armor (however the body is still good ) and they don't have as good normal mapping as found in oblivion or fallout, but atleast they have some bit while my outfit have none. What really grinds my gears is that the specular map (the alpha channel) is fully functional, I just won't get the negative values. Does the "update tangent space" actually do anything for skyrim meshes? since I won't get the "NiBinaryExtraData" unless I choose to update the TS inside max. I've also tried having a NiBinaryExtraData inside a mesh but it won't make any difference. Here is a few pictures of my settings: Lighting Property - http://www.skyrimnexus.com/imageshare/images/1281817-1325624791.jpg TriShape - http://www.skyrimnexus.com/imageshare/images/1281817-1325624925.jpg BSDismember - http://www.skyrimnexus.com/imageshare/images/1281817-1325624870.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted January 3, 2012 Share Posted January 3, 2012 Update tangent space works, the NiBinaryExtraData hasn't been used since oblivion, In skyrim version nifs the vertex normals are stored in the NiTriThapeData block. Using the spell in nifskope does recalculate that array. Link to comment Share on other sites More sharing options...
theRoadstroker Posted January 4, 2012 Author Share Posted January 4, 2012 Alright, still didn't solve my problem but its good to know. Link to comment Share on other sites More sharing options...
theRoadstroker Posted January 6, 2012 Author Share Posted January 6, 2012 I solved the problem ! http://niftools.sourceforge.net/forum/images/smilies/icon_smile.gif By changing Num UV Sets from 1 to 4097 and then do a Batch/ Update tangent space. it now works. Link to comment Share on other sites More sharing options...
Recommended Posts