Ghogiel Posted February 22, 2012 Share Posted February 22, 2012 your vertex color on or off is dependant on your shader set up. Having it on or off is not an issue, having them on or off when your shader wants them on or off is. Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 Haha ok whatever...sooo is there any tutorial around atm for Mr. Threadopener to attach his helmet to other bones as well? Cause i can't help with that since i only made "simple" helmets until now that only inlcuded the head bone so this would be interesting for me as well since i want to make a german tutorial for this process - there is none available yet. Link to comment Share on other sites More sharing options...
Canuckovitch Posted February 22, 2012 Author Share Posted February 22, 2012 One issue I see is that you are not using SF_skinned shader flag. I don't know what happens if you don't use it on skinned meshed... Hey, that was it! I hadn't been doing anything with the shader flags, because previously NifSkope would just give me a big list of checkboxes with blank labels when I tried to edit them. Now it seems to work better with RC6. Actually, the same reason is why I was using vertex colours - I read somewhere else it's better to leave them off and just turn off the associated flag, but since I couldn't edit the flags, I just did it like in the tutorial. Thanks so much for the help! Link to comment Share on other sites More sharing options...
Canuckovitch Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) Further exploration of the vertex colours: SLSF2_Vertex_Colors makes no difference with the freshly exported .nif - it shows up black in-game with no vertex colors regardless of the flag setting. Copy/pasting the BSLightingShaderProperty from the original cast iron pot fixes it, not sure what the essential setting is. Edited February 22, 2012 by Canuckovitch Link to comment Share on other sites More sharing options...
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