sejh Posted January 18, 2012 Share Posted January 18, 2012 I'm working on a modification of the thieves guild armor. I've just erase the pant in Blender, re-add the textures and uv map. In Nifskope, I've re-edit the BSLightning property line for line with the original nif. The mesh looks correct both in Blender and in Nikskope. But when I come in game, my armor is either too dark or black in some areas. Ticking/unticking "has normals" and "has vertex color" gives me no result. Does anyone know what's going wrong ? Link to comment Share on other sites More sharing options...
Perraine Posted January 18, 2012 Share Posted January 18, 2012 Try flipping the face of your triangles, that sometimes causes it, also make sure you have a normal map with an alpha mask layer Link to comment Share on other sites More sharing options...
sejh Posted January 19, 2012 Author Share Posted January 19, 2012 Try flipping the face of your triangles, that sometimes causes it, also make sure you have a normal map with an alpha mask layer Thanks for your reply. I have flip the normal but I can't see any real difference. The normal map is the original one as is the texture. The only thing I have done is cutting the lower part of the mesh. If I load the original mesh, I can see clear colours both in sunlight or darker place. But with mine, the colors are very dark or black in sunlight, and normal in darker place. Link to comment Share on other sites More sharing options...
Perraine Posted January 20, 2012 Share Posted January 20, 2012 I'd say then that it's something to do with the Shader Properties ... Maybe have to wait an see if one of the more experienced modders will pop in ... Link to comment Share on other sites More sharing options...
Ghogiel Posted January 20, 2012 Share Posted January 20, 2012 I'd say then that it's something to do with the Shader Properties ... possibly... but first.. make sure normals is set to yes, Num UV Sets is set to 4097, but also actually calculate those missing vectors: spells>batch>update Tspace. just ticking yes to has normals might do little on it's own. Link to comment Share on other sites More sharing options...
sejh Posted January 20, 2012 Author Share Posted January 20, 2012 I'd say then that it's something to do with the Shader Properties ... possibly... but first.. make sure normals is set to yes, Num UV Sets is set to 4097, but also actually calculate those missing vectors: spells>batch>update Tspace. just ticking yes to has normals might do little on it's own. Normals are set to yes, Num UV is correct, I've test after update Tangent space and partitionning. No difference. See the picture with the original mesh and the new one in the same place. Link to comment Share on other sites More sharing options...
niagra127 Posted January 20, 2012 Share Posted January 20, 2012 Are you using environment maps? Do you have a specular as an alpha in your normals? I ran into this same problem my normals actually didn't show up right because everything else was too dark and it was caused by my environment map being too dark so you might look there. A good bet would be to make an all white one and see if it changes anything. Link to comment Share on other sites More sharing options...
sejh Posted January 21, 2012 Author Share Posted January 21, 2012 There's no environment map for this armor. Not sure for the specular in the normals. How can I control that in Blender or Nifskope ? Link to comment Share on other sites More sharing options...
niagra127 Posted January 21, 2012 Share Posted January 21, 2012 If blender doesn't have an option to export normals with an alpha then you'll have to do it in a program like paint.net or photoshop Link to comment Share on other sites More sharing options...
sejh Posted January 24, 2012 Author Share Posted January 24, 2012 Finally, I resolved to reexport the meshes with Blender. Using a complete body in the process, I've been able to avoid the dark effect on the textures. Don't know why but it works. Thanks for your help. Link to comment Share on other sites More sharing options...
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