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Shotgun shell casings very dark indoors but fine outdoors


Trentosaurus

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I'm working on a new weapon mod and I've made some custom 12ga shotgun shells for it. I was also planning on releasing a stand-alone replacer version of my shotgun shells but I'm having issues with the spent casings being way too dark when indoors compared to the live shells on my weapon model. However, when outside they are fine.

 

 

Outdoor screenshot https://i.imgur.com/hdsFHBV.jpg

 

Indoor screenshot: https://i.imgur.com/O8usxG6.jpg

Another indoor: https://i.imgur.com/PBOEDyj.jpg

 

 

The new shells have a specular map, which is something the vanilla shells do not have, but removing the specular texture entry in the nif doesn't yield any change. The new shells also have an environment map, but again removing it doesn't change anything. I also updated other relevant entries in the nif to reflect these changes so that they work properly.

I don't want to brighten my textures, because then they will be too bright when outside. I have also replaced the 12ga Hulls vanilla model, and the textures on that work fine indoors and outdoors.

 

Any help is appreciated.

Edited by Trentosaurus
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Wait, specular entry on the NIF? We usually use the normal map's alpha channel for the spec map in this engine.

 

But still, nothing I can come up with explains the difference between the exterior and interior besides 'bad engine'. How does it look when it lands? Any change there? Are you using other lighting mods that affect the exterior? Try without them.

 

Personally, if it were me, I really wouldn't drive myself mad trying to fix it if the screenshots you linked are the worst it gets. I probably wouldn't even notice it as a player if you hadn't shown me. Nice models and textures, by the way.

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Thanks! Yes, in the nif there is a entry in the texture set to put the specular map. IIRC it's the very last entry. Although in this particular case I think it's more accurate to call it a reflection map.

 

And yes, my normal map has a copy of the specular map in the alpha channel as well. Also, there's no change when the shells land on the ground.

quick edit: Not using any other lighting mods. I have an ENB but it makes no different if it's on or off.

Edited by Trentosaurus
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I don't really have anything unfortunately, but if I wanted to solve this, I'd start like this:

 

Try using only the diffuse map on the shells, just to test. No normals or anything like that.

 

Make sure the NiMaterialProperty and the BSShaderPPLightingProperty nodes are identical to the vanilla version for this test.

 

Test that, and test to make sure the vanilla textures and meshes don't have this problem as well.

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Well the sun light source is quite a bit different in my experience ... and the barrel grip on the gun shows less vibrantly from the exterior to interior also in your pics.

 

On top of EPDGaffney's test suggestions , I would say try a test interior cell with "Behave like Exterior" checked on the lighting tab. And give it the "Wasteland" climate.

 

A player home mod I built , was set up as being in an exterior cell. And the lighting from the sun penetrates everything , so nothing really gives shade. Where as with any other lights , I think they do take into account shading and the angle of the light ... at least more so than the sun lighting regarding the angle.

 

But as a work around suggesting ... could another muzzle flash light be placed at the shell ejection point ?

Say about 2 ft up and side ways as the light source point ? Err right at the exit chamber I guess ... since you the player would be seeing the side of the shell facing the gun.

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Bloody engine, haha. Well, at least we know where we stand now.

 

Mktavish's suggestions aren't bad. But the problem is that the shell will still be dark when it lands. It would be interesting to know if the fake exteriors have the same problem. True about the sun lighting as well. I found that out recently, that it penetrates everything. That's what made me think for years that the game didn't even have shadows. Can't believe I never noticed before that that's how it works.

 

We could probably make two versions and script something. I'm just thinking about the performance on that. It's probably doable if you're interested, but I don't know for absolute certain what we're in for, so I can't say definitively that it will look perfect and not be bad for performance until you've tested it.

 

Actually, what you may be seeing is the light behaving 'correctly' indoors and the sun doing its fake lighting work outdoors. Maybe you should try an exterior lighting mod to see the results with that.

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I was thinking 2 different shells also ... but would that be a matter of changing out the weapon ?

Or does it call back to the ammo object ?

 

Curious why you think it would take a performance hit , other than the loading screen ... or right after when changing interior / exterior cells.

 

What could work ... if this menumode is ran upon cell change.

 

"Begin MenuMode 1007 ; Loading

 

If PlayerRef.GetInWorldSpace BlaBla01 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla02 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla03 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla04 ==1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla05 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla06 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla07 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla08 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla09 == 1

;Set ammo to this

elseif PlayerRef.GetInWorldSpace BlaBla10 == 1

;Set ammo to this

Else

; Set Ammo to that

 

endif

End

 

~~~~~~~~~~~~~~~~~~~~~~

 

And that is a matter of listing everyworld space , since you can't make a formlist out of them ... at least I couldn't see how to do it.

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