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Blood textures, puddles etc.


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Is there any fix for this? Seems to be happening in raining weather. I have used enhanced Blood textures (enabled in this vid) and better fake reflections. But this still happens where blood turns almost silver in certain angles. and of course puddles. I have completely removed the textures for puddles now as I am not too bothered by losing them. blood I kinda want to keep tho. No enb currently.

 

Notice that the pus has no effect added to make it do this. I am going to guess there is a decal mesh somewhere and it has a wetness material? I created a feral ghoul mesh that turned almost silver in one part when it was raining, movement of angles seemed to create a difference just like this video. removing the wetness material from the nif fixed it.

 

Does anyone know how blood decals on the ground are created? I cant find any nif file. The texture sets don't seem to have shared cubemaps. No real difference I can see between the blood texture set and this pus texture set, unless this effect is entirely caused by specular or a lack of a specular making it too shiny?

 

One other thing I notice using Enhanced Blood textures is that the blood hits the floor and often there is clear lines cutting the decal right in half with a clean line, the blood splatter just ends. This indicates to me the UV map is wrong. but again, I cant find any nif file. The nif files that are linked to blood spray are just particle shader effects or whatever, they use no listed textures. I have no idea how ground decals are made .

 

I would prefer a matt type blood texture that doesn't do this, like the pus decal, I don't mind on losing the shininess of it (when it is working correctly in certain weather)

 

Sry, video is very dark and bad, but you can see the blood decal going shiny then matt. the pus decal stays the same.

 

IDK why the built in microsoft game capture is so bad? (xbox gamebar on PC)

 

https://youtu.be/h7GyR5oqbF4

Edited by Guest
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I'm afraid no. In the comment section of the enhanced blood mod was a discussion about this a while ago. Unfortunately, there doesn't seem to be a way of fixing this and it is called as a engine-limitation. If i remember correctly, it's about how the engine handles cubemaps. They seem to be applied randomly sometimes and if it's the wrong one, you get this. The way to fix this would be to change the cubemap for metal/chrome stuff to a dark one, but then all metal/chrome ingame is dull and looks very unpleasing.

 

If someone will ever find a way he deserves a big cookie.

Edited by HULKHOD3N
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thank for feedback. .. that sux. How do these blood textures use cubemaps?? The pus texture doesn't use it.

 

 

most nifs or material files its easy to remove an unwanted texture like a cubemape but these have no nifs.. how the hell are the assigned?

 

I wonder if we can find a decal texture set like clear blood etc... or anything really and switch it to blood texures. It seems the Acid Decal works? gonna try it in the morning. I would be almost happy with a red version of the acid (pus) over this shiny stuff

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