dikr Posted July 18, 2018 Share Posted July 18, 2018 (edited) Hi, I'm currently working on a new mod with a lot of headwear variations and I'm having problems with using cubemaps on sunglasses. Outside they work like a charm using a bgem file for the lenses to show the mipblur_DefaultOutside1.dds cubemap reflection, but indoors there's no sign of the cubemap and the glass on all the color varieties is reduced to a transparent dark tint without reflections of which I can't find the origin either in my textures, nifs or material files. Is there any way to set up the bgem or nif to also render the cubemaps in interiors? Or a way to change that dark tint? Thanks! Dikr Edited July 18, 2018 by dikr Link to comment Share on other sites More sharing options...
Thandal Posted July 18, 2018 Share Posted July 18, 2018 Which game? Link to comment Share on other sites More sharing options...
Perraine Posted July 18, 2018 Share Posted July 18, 2018 Which game?Fallout 4 if the mesh uses .bgem files I would say ... As to the Topic, I've played around a little bit with .bgem files, but AFAIK there is no "definitive" guide or explanation as to what all the settings do. It's a case of trial and error. I usually just copy exactly the settings in the Baby Bottle .bgem file and hope for the best. It may have something to do with the Falloff or Light Fade settings, but it could also have something to do with the current interstellar position of the Sagittarius Constellation for all I know, and for all the documentation available. Link to comment Share on other sites More sharing options...
dikr Posted July 18, 2018 Author Share Posted July 18, 2018 Yeah sorry, posted it in the wrong forum section by accident. FO4 indeed. And thanks for the suggestions Perraine :) I'll set up my telescope tonight to check some of the interstellar parameters that might effect it. In the meanwhile I'll go and play with the Falloff & Light fade settings. Link to comment Share on other sites More sharing options...
dikr Posted July 18, 2018 Author Share Posted July 18, 2018 Eureka! It was the "Lighting Influence" setting in the effect tab of the bgem's: high settings (have it on 100 rather than 1 now) allow the cubemaps to render indoors as well. Exterior consequences seem to be manageable. Link to comment Share on other sites More sharing options...
Perraine Posted July 19, 2018 Share Posted July 19, 2018 Glad you got it working :) Seems stars aligned for you ... BTW, I've had some success/fun swapping out various cubemaps with some of the others available, the "Vault111CryoCube.dds" and "ConcordeStreetCube_e.dds" give a cool effect on glass and then playing about with the env. map scale ( I even grabbed the ones from Skyrim's DLC's as there are some cool ones in those, but of course you can't use those unless the mod user also has Skyrim LE/SE installed) Link to comment Share on other sites More sharing options...
Elianora Posted July 19, 2018 Share Posted July 19, 2018 Which game? If user clearly posts Fallout 4 screenshots and talks about Fallout 4 properties, then do you have to go and ask this, when it's totally obvious? Seems less than helpful in a thread like this. Especially when those who have the ability to help with this, and know what OP needs, will recognise the game and its files? Link to comment Share on other sites More sharing options...
dikr Posted July 19, 2018 Author Share Posted July 19, 2018 (edited) Glad you got it working :smile: Seems stars aligned for you ... BTW, I've had some success/fun swapping out various cubemaps with some of the others available, the "Vault111CryoCube.dds" and "ConcordeStreetCube_e.dds" give a cool effect on glass and then playing about with the env. map scale ( I even grabbed the ones from Skyrim's DLC's as there are some cool ones in those, but of course you can't use those unless the mod user also has Skyrim LE/SE installed)Thanks Perraine. I'll go and check out those cubemap files you suggested. And a related appeal for help; As I'm getting closer to a result that satisfies my own nitpickish nature, some of the less obvious aspects are starting to annoy me; the reflection of the cubemap seems to be generated in a circular manner. The left lens has an upward rotating cubemap texture while the right one rotates downwards while panning the camera around them. Ideally both glasses display a reflection in the same direction ... tried tweaking texture clamp modes and other settings but to no avail yet. Does anyone know how to tell a cubemap to not rotate but rather tilt? (Hope you guys understand what I'm trying to explain). Anyway, maybe that's cubemap depended so first going to try out some of the other options. p.s. Omg .. Eli in ma thred! *blushes and feels proud* Edit: 555 posts! The number of the feast! Edited July 19, 2018 by dikr Link to comment Share on other sites More sharing options...
Elianora Posted July 19, 2018 Share Posted July 19, 2018 Could the cubemap rotation be related to the UV mapping of the lens? Link to comment Share on other sites More sharing options...
dikr Posted July 19, 2018 Author Share Posted July 19, 2018 Could the cubemap rotation be related to the UV mapping of the lens?Thanks Eli, I was reading up on uv mapping and scaling. I'll go and check it out Changing cubemaps has the same circular effect, so at least it isn't baked into them. Link to comment Share on other sites More sharing options...
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