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[LE] Armor appears much darker than it should.


DarkWing241

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I've has some success modifying the stock armor in the base game. After a dozen or so successes I've had come across a new problem. The boots do not seem to be receiving any lighting. They are darker than they should be and darker than they appear outside of the game engine. They are much darker than they should be when they are in brightly lit areas.

 

-The boots were created using 3dsmax 2018 and nifskope

-They use stock textures

 

Potential problem sources?

 

 

-I upgraded from 3dsmax2014 to 2018

-I did some playing around with the "use nurms subdivision" for smoothing, I haven't done that before.

-I'm an amateur and It's been a few months since I've done this stuff and I might be missing something obvious.

-The Dark Brotherhood boots have spell effects attached to them, sometimes armor spell effects have glow-y effects attached to them. could this be coming from a mistake in my implementation in creation kit?

-something else?

 

Things I've tried

 

-copying a fresh bslightingshader property

-I saw a post with something about "has vertex colors" in the nitrishapedata should be set to yes, but the stock boots have it as no. Either way it didn't seem to do anything

-re-exporting from 3dsmax in case I clicked something weird

 

Attached is a screen shot of what the problem looks like in game.

 

 

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- Open your file in "NifSkope"


- Go to "NiTriShapeData" (of the according mesh part texture - should be done for all parts of your mesh)


- In "vertex colors" you can (in the nitrishapedata "has vertex colors" set it to YES):

a) Right klick (just right of it, in the empty colum) "vertex colors" and set a color to ALL vertex.

OR

b) Open "vertex color" arrow, and assign to each vertex a color. By doing this you can set a gradient to the mesh-texture


- Now go to "BSLightingShaderProperty" and in :

a) "Shader Flags 1" assign (double klick it and a menu to select will appear - right of it, in the empty colum): SLSF1_Specular > SLSF1_Recieve_Shadows > SLSF1_Cast_Shadows > SLSF1_Own_Emit > SLSF1_Remappable_Textures > SLSF1ZBuffer_Test (chech every box to assign)


b) "Shader Flag 2" assign : SLSF2_ZBuffer_White > SLSF2_Vertex_Colors > SLSF2_EnvMap_Light_Fade


- Now just bellow is the "Emissive Color" set it to BLACK.


I asume you have already assign your textures.

You can also open an other mesh in "NifSkope" and copy every single setting, be sure that's the same sort of mesh, boots > boots (copy branch > paste branch).

Edited by maxarturo
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Thanks so much for the advice, but the solution is more embarrassing than that. It was inside out! It appeared ok in 3dsmax, but I guess it wasn't.

 

It took me a few hours to figure it out and you posted right before I could get back on!

 

If anyone in the future has a similar problem you can fix the problem direct in Nifskope.

 

-Nifskope

-Right click the model

-Mesh>Face Normals

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