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odd patterns on surface of edited body mesh


blackplasma

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Hi I am really new to modding etc, using blender with nifscope etc, ive started by editing a type 3 bodt to get started.

 

now ive tested this out and if i import a bodymesh and export it straight away the new file has odd patterns all over it like bright reflections. If you have played any "Fable" games it looks like i am really pure and getting those glowing lines all over my body.

 

this happens whatever texture i apply and even shows up when viewed in geck (mesh is black)

 

they appear to be symetrical on the body,

 

why is this caused?

how can i remove it?

 

Thanks in advance

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Triangulate teh mesh update tangent space, stripify depending though you might want shapes or strips. The process can fix this export shader issue. However it will also randomly flip normals so you have to inspect it. The only surefire way I know of that will fix it everytime is to right click the mesh's icon on the desktop an optimize it with PyFFI. This will break the dismemberment though. Personally I don't bother with dismemberment. It isn't required so just delete those branches or stop exporting them altogether. Nifscope used to fix the issue just cycling thru triangulation an stripify but with a update tangent space, or like the folks said above simply a update tangent space, though for some reason it isn't working right now. Hence the PyFFI. I don't like doing it, but I like having to rig the body again even less. Plus those PyFFI optimized meshs are fast as nutballs performance wise. Edited by GrindedStone
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It's not always true, but you can also not export these with stripify an stitch strips, thus exporting as a Ni Tri Shape instead. Most of the time I've done it that way you don't end up with the botched skin. Strips only offer a mild performance gain anyway. Like say you have the most complex armor rig of all time, then yeah you might want strips. However multiple textures an materials locked in a mesh eats a bigger chunk of performance. An example of this is the fact that nearly every New Vegas vanilla armor is Ni Tri Shapes, and yet it makes very little difference in the performance of the game. Except for when in combat with 6 or more actors, the stripification is very useful then.
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ive tried and tried with this but i cant seem to get any fix to work.

some of what you said is a bit over my head!?!

if i right click on the nif icon in desktop i donot get an optimise option? and i cant find an icon to open pyffi.

 

I hate to ask for a step by step, as im sure this is an easy procedure but im struggling, to be honest.

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Make sure num UV sets is set to 4097, I think this still applies, but the nifskope Tspace spell won't work unless it is.

 

. An example of this is the fact that nearly every New Vegas vanilla armor is Ni Tri Shapes,

Every skinned mesh bethesda has ever shipped is a NiTriShape, the Gamebryo exporter forces that in the default skinned mesh export script.

 

 

Pyffi is a useful.. thingy I suppose, I always have it and use qskope and the nif toaster on occasion. you need to DL Python and the Pyffi off the web to get it up and running. So unless you installed it already...

 

From my experiments with PyFFi on my custom assets I have only seen a reduction about 1-2%. Most of the time nothing. However with other peoples stuff or vanilla you can get an actual significant reduction in vertex data. It will Strip all the meshes though, which often will break alpha blend, http://s25.photobucket.com/albums/c85/lego-botz/other/?action=view&current=alphastrippifiederror.jpg so becareful of ever using it on alpha meshes and carfully test those. Or just avoid them imo.

 

 

And secondly forget doing PyFFI on this. Andforget triangulating and strippifying, those are not the correct solutions to this issue. It is Tspace, assuming the UV has no overlapping faces in those areas, you only need to update those arrays.

Edited by Ghogiel
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