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[Requesting] Hair Retexture?


Lunaki

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I was wondering if anyone would be willing to re-texture this amazing hair-style (Which I found on a Chinese website) to something a little closer to the original hair textures of the vanilla game, because currently the hair-style seems to have the ability to reflect the sun or any nearby lighting, I'm not quite sure what's going on..

 

If possible, would you be able to make the hairpins a solid-black?

 

 

http://img13.imageshack.us/img13/6255/tesv2012022706545996.png

 

 

http://img7.imageshack.us/img7/7681/tesv2012022706304031.png

 

 

Download Link:

http://115.com/file/e7f9dznb#ch18.7z

 

(Click the White Box, to the right of the Red VIP Box to download the file)

Edited by Lunaki
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I'm not sure what kind of retexture you're looking for. I tweaked those that come with the mod a little (less reflection, more contrast, slightly transparent ends.

 

Thanks, that's definitely an improvement to the textures, but.. the hair still seems a bit to too shiny or something, because it changes colors based on lighting (being Black outside, green-ish inside)

 

 

http://img837.imageshack.us/img837/4122/tesv2012022713482355.png

http://img845.imageshack.us/img845/3696/tesv2012022713462587.png

 

 

I was thinking something similar to these hair textures, because they're not too shiny & it remains relatively the same color inside & outside of buildings..

 

http://img215.imageshack.us/img215/9839/tesv2012022714244604.png

http://img853.imageshack.us/img853/8741/tesv2012022713545150.png

 

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I don't read enough Chinese to download the original, and I'm a bit cautious of clicking blindly. Can you re-post the file, or post a direct link? From what I can see via realadry1's files, the problem is probably in the nif files. It should be easy to tweak if I can get my hands on them.
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I don't read enough Chinese to download the original, and I'm a bit cautious of clicking blindly. Can you re-post the file, or post a direct link? From what I can see via realadry1's files, the problem is probably in the nif files. It should be easy to tweak if I can get my hands on them.

 

Here's an updated download link:

http://www.mediafire.com/?jrs65bwled5j8r5

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Back up your original textures first, but give these a try. I found that they had a full-white alpha channel in the color map. This would max out specularity on every visible pixel of the hair. I made a new specular map using the texture map, and also darkened the texture's highlights a bit.

 

I've got to warn you that my DDS compressor is often screwed up, so the alpha channel may have been over-compressed. I can't seem to find a DDS setting that doesn't result in vicious banding, alpha degradation and normal map compression, and no one will answer my questions on the subject.

 

http://www.sendspace.com/file/yh48zd

 

If that doesn't work (Didn't test it in game), at least I've identified the problem. The alpha channel of the Normal map is what sets specularity. When using transparent textures, you always want the specular to have the same coverage as the alpha (alpha in the texture dds), and work backwards adding more greys to define individual hairs, and keep from having mirror-hair like this. If my DDSs are all jacked up, someone else may be able to fix this problem with the information I've provided.

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Back up your original textures first, but give these a try. I found that they had a full-white alpha channel in the color map. This would max out specularity on every visible pixel of the hair. I made a new specular map using the texture map, and also darkened the texture's highlights a bit.

 

I've got to warn you that my DDS compressor is often screwed up, so the alpha channel may have been over-compressed. I can't seem to find a DDS setting that doesn't result in vicious banding, alpha degradation and normal map compression, and no one will answer my questions on the subject.

 

http://www.sendspace.com/file/yh48zd

 

If that doesn't work (Didn't test it in game), at least I've identified the problem. The alpha channel of the Normal map is what sets specularity. When using transparent textures, you always want the specular to have the same coverage as the alpha (alpha in the texture dds), and work backwards adding more greys to define individual hairs, and keep from having mirror-hair like this. If my DDSs are all jacked up, someone else may be able to fix this problem with the information I've provided.

 

I haven't the slightest Idea of what you just said.. :tongue:

 

Although I'm sure someone else does, here are the results from your re-textures!

 

Something I noticed: My clothing is making a similar change in color to the change my hair is making, perhaps it's the lighting in War Maidens??

 

http://img813.imageshack.us/img813/8481/tesv2012022716373324.png

 

 

I actually love the way the hair looks whenever my character is outdoors, although I'm not quite sure what's going on with the whole white out-line thing, now if we could fix that....

 

http://img854.imageshack.us/img854/4737/tesv2012022716354015.png

 

Edited by Lunaki
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