cchoay Posted January 30, 2012 Share Posted January 30, 2012 yea it's under BSLightingShaderProperty>>BSShaderPropertySet 'Easiest way would probably be deleteing the BSLightingShaderProperty on the skin mesh objects, and pasting in one off of steel or something. That should get you 90% of the way to the material working.' I don't really get this part. So, I delete the entire BSLightingShaderProperty textures and then paste the new chainmail textures onto where again? Link to comment Share on other sites More sharing options...
Ghogiel Posted January 30, 2012 Share Posted January 30, 2012 yeah delete the BSLightingShaderProperty block entirely. Then open another vanilla nif, like steel boots or something, copy pasta the BSLightingShaderProperty block from that. or you can just change all the shader properties to match the shader properties in a steel nif and avoid any copy pasta. Link to comment Share on other sites More sharing options...
cchoay Posted January 30, 2012 Share Posted January 30, 2012 (edited) But I already have custom chainmail textures. Do I relink the new BSLightingShaderProperty to my custom chain textures then? Edit: Also, I think these textures were meant to replace flesh and not steel, but I could be wrong about that. Edited January 30, 2012 by cchoay Link to comment Share on other sites More sharing options...
Ghogiel Posted January 30, 2012 Share Posted January 30, 2012 Well if you want to have a chainmail texture, you would want to link those into what ever material you are using yeah. Link to comment Share on other sites More sharing options...
cchoay Posted January 30, 2012 Share Posted January 30, 2012 I see. Thanks for all the help and advice you've given. It's quite late for me now (1.10am) so I'll try it tomorrow. I hope it works XD Link to comment Share on other sites More sharing options...
Perraine Posted January 30, 2012 Share Posted January 30, 2012 Hello there, as the one that caused this thread to spawn, I thought I'd pop in here as well. So, I've contacted codecrackerx9, who said that all I needed to do was replace the textures for the human flesh in the armour with the chainmail texture, which is what Perraine said as well. The problem is, after replacing the femalebody.dds and etc with the dychain.dds, the chainmail still doesn't appear ingame and all I see is loads of flesh. XD In Nifskope though, I can see the chainmail textures being displayed. Edit: If it helps the problem at all, I'm editing the CBBE mesh by drakishar, which seems to have very different NtriShape nodes from codecrackerx9 >_> I've had this problem before myself ... It seems that the game doesn't always use the body YOU put into the armor mesh in Nifskope (or Blender or Max) but uses whatever the default (naked) human body is you normally use, so changing the femalebody.dds file probably wouldn't work ... If you retexture the DYChain.dds to actually BE chainmail it will show up in game ... Look at the paths in the BSLightingShaderProperty of the 'fleshy' part of the NiTriShape, it points to the .dds files in the 'dynasty' subdirectory, so modifying those texture files will work ... I don't understand why people are over complicating this process? Why delete the BSLightingShaderProperty and then re-add it? Just change the paths to a different texture file for that specific NiTriShape in Nifskope or simply modify the texture .dds file it points too ...If you wanted to change say a Leather part to Metal part and only IF the doesn't currently have a reference to an ***_m.dds file or a cubemap for specularity, then MAYBE you would do that ... This is a (modified) version of the Blades Armorhttp://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/blade2.jpgNote that the armor still looks complete when you highlight the wireframe mesh (pants, sleeves, thigh plates, everything) BUT, in the default BGS version, there is no 'body' or fleshy bit inside of it at all, the game simply sticks a head, hands, and feet onto it, because 'normally' the Armor covers the entire body so why waste time and space putting a 'body' inside the armor, that will never be seen in game?Now, here is the same mesh, but notice now that the pants, sleeves etc are gone and we have a 'body' inside, which was 'added' into the mesh by the modder (either in Nifskope or Blender/Max) ...http://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/blade1.jpgThis is what the modified texture file looks like, note all the 'deleted' or 'blank' areas, which correspond to those same missing sleeves and pants etc ...http://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/blade3.pngSo paste over the whole texture with a chainmail/scalemail texture and save the filehttp://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/blade4.pngAnd this is what it looks like in game ... Note again that, because I didn't 'blank out' the sleeves and pants in my version, they magically reappear, because they are STILL THERE, but now the texture file has information in the previously 'blanked out' areas so it displays them, if I deleted the same areas as in the original version, then the pant's, sleeves etc, would become 'invisible' againhttp://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/blades6.jpg It's just a simple case of adding an 'Alpha Property" to the NiTriShape (if it doesn't already have one) and and checking to make sure the 'flags' are set correctly. Link to comment Share on other sites More sharing options...
jgreybear Posted January 31, 2012 Share Posted January 31, 2012 OK guys.. to change the flesh to chain you have to do a few things.. First and most important is changing the number in the Shader property in Your .Nif File...From 5 as 5 is reserverd for flesh..to a 1. if you leave this at 5 it overrides everything to show flesh. its just like getting things to glow and the number 2 under shader properties being reserverd for that reason. Next you need to make sure your shader flags are set as follows ShaderFlag 1 SF_Specular | SF_Skinned | SF_Environment_Mapping | SF_8 | SF_Cast_Shadows | SF_22 | SF_25 | SF_Zbuffer_Test ShaderFlag 2 SF_Zbuffer_Write | SF_DoubleSided | SF_15 this should get you what you want..as far as getting Chain textures to work in place of Flesh. Link to comment Share on other sites More sharing options...
cchoay Posted January 31, 2012 Share Posted January 31, 2012 OK guys.. to change the flesh to chain you have to do a few things.. First and most important is changing the number in the Shader property in Your .Nif File...From 5 as 5 is reserverd for flesh..to a 1. if you leave this at 5 it overrides everything to show flesh. its just like getting things to glow and the number 2 under shader properties being reserverd for that reason. Next you need to make sure your shader flags are set as follows ShaderFlag 1 SF_Specular | SF_Skinned | SF_Environment_Mapping | SF_8 | SF_Cast_Shadows | SF_22 | SF_25 | SF_Zbuffer_Test ShaderFlag 2 SF_Zbuffer_Write | SF_DoubleSided | SF_15 this should get you what you want..as far as getting Chain textures to work in place of Flesh. This method totally worked. Much less complicated too. Thanks a lot ^^ =D Link to comment Share on other sites More sharing options...
Perraine Posted January 31, 2012 Share Posted January 31, 2012 Just to clarify a bit please jgreybear ... Ummm ... how did my 'modification' above work in game? Because I didn't do ANY of the things you wrote? If their is actually an easier way than my method, that would be awesome! Link to comment Share on other sites More sharing options...
jgreybear Posted January 31, 2012 Share Posted January 31, 2012 Just to clarify a bit please jgreybear ... Ummm ... how did my 'modification' above work in game? Because I didn't do ANY of the things you wrote? If their is actually an easier way than my method, that would be awesome! I believe just from looking at your pic's its because you were working with a whole armor that was covering the Body, and not just pieces attached to the body. My method Changes the flesh on the actual Body. Link to comment Share on other sites More sharing options...
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