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Lighting issue with semi transparent floor


Dawn_Apex

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Hello there, I've already posted this on the Bethsoft forums but I haven't got a reply for two days so I thought I'd try here.

 

I've encountered an issue trying to make a reflective floor for my building interior. The floor is totally flat and has a NiAlphaProperty attached. The diffuse map has a white-ish / grey-ish alpha channel to use for the transparency. Then, slightly beneath the floor, there's some opaque placeable water which is fully reflective. Together they create a nice illusion of a slightly reflective floor.

 

The floor has about 6 lights (or 'lamps') lighting it in different spots, however when the transparency is applied only 2 of them work. Depending on your location and the direction you're facing different lights will flick on and off. I have no idea what's causing it other than that it's definitely nothing to do with the reflective placeable water since this happens before I even bring that into the equation. Maybe things with with a NiAlphaProperty attached can only be lit by a maximum of two lights? But that just seems absurd. It's also worth noting the lights all still work on the walls and ceiling - they only flick off on the floor.

 

I uploaded a short (20 second) video to youtube to demonstrate what happens: http://www.youtube.com/watch?v=aszn36lxfr4

 

I extracted a windowed vault piece and tried changing my floor settings to match the window's but that didn't work... I really have no idea how to fix this. The other thing I'll mention is the floor is quite large (but it's a single object). It's also part of the same mesh as my walls in the video. I don't know whether that's relevant or not.

 

Anyhow, I'd really appreciate it if someone is able to help me with this.

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