Perraine Posted February 8, 2012 Share Posted February 8, 2012 OK ... A bit of background ... My favourite armor of all time from a game has to be the female Templar Armor from Hellgate:London as modelled by the lovely Avalon in the trailer ... It fits into a category I like to call "Techno Medieval" which is a fairly common theme for games ... So, My Problem, I have no skill whatsover in 3D modelling, but slicing and dicing with textures is pretty easy, and slicing and dicing with meshes in Nifskope is also pretty simple ...I've managed to do a mashup that doesn't look half bad, but the problem is the lighting and shaders are just all over the place With Has Vertex Color on in the NiTriShapeData and Vertex Color 'ticked' in the Shader Flags the 'Normal Map' seems to work perfectly except everything is a literally Glow in the dark white in game, no color whatsover.With Has Vertex Color off in the NiTriShapeData and Vertex Color 'Un- ticked' in the Shader Flags the 'Normal Map" doesn't do a thing but the colours are good as and the 'mask' layer of the 'Normal Map' seems to be working. Also ... I used a nude female body for the 'Lycra' ((or Burlap/Leather if you prefer) sections and changed the default texture files, but it refuses to behave like the armor sections in game with weird lighting effects, is ther something in the .nif. for a body that will affect this? [WIP] I haven't done any major texture work yet, until I figure out the problems above ... (BTW Lydia looks really hawt in this outfit :woot: )http://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/ScreenShot2-1.jpghttp://i1210.photobucket.com/albums/cc411/lrg1602/Skyrimage/ScreenShot3.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted February 8, 2012 Share Posted February 8, 2012 the first issue: I speculate that you are using something like shader type 1 but not actually using the environment map/mask. If you have set up those maps in the right slots, then perhaps you are using shader type zero and that is the conflict. :unsure: the issue with using a nude female body as a mesh is probably due to the fact those do not have any vertex normals, they are intended to use object space normal maps so they have no use for tangent space vectors. Alternatively it's the shader block, in which case remove it and paste in a fairly standard type shader, imo something with shader type 0 as using reflection maps on cloth is daft. Link to comment Share on other sites More sharing options...
Perraine Posted February 8, 2012 Author Share Posted February 8, 2012 the first issue: I speculate that you are using something like shader type 1 but not actually using the environment map/mask. If you have set up those maps in the right slots, then perhaps you are using shader type zero and that is the conflict. :unsure: the issue with using a nude female body as a mesh is probably due to the fact those do not have any vertex normals, they are intended to use object space normal maps so they have no use for tangent space vectors. Alternatively it's the shader block, in which case remove it and paste in a fairly standard type shader, imo something with shader type 0 as using reflection maps on cloth is daft. Ahhh ... that could be it! Thanks Ghogiel, I'm still a little unsure what the different Shader Types actually mean (apart from 5 = Skin) I'll try that when I get home tonight Link to comment Share on other sites More sharing options...
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