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I edited a weapon mesh in blender and now the light pathing is a little off.


G0RII

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Qg0qZtP.jpg

This is my version. Notice the beams on the handguard.

 

G0DDt3I.jpg

This is the original. Notice the lack of distinctive light "beams" on the handguard. I want my version to look more like this.

WcEUaHp.jpg

The same problem can be seen on the receiver body.

pRroJrY.jpg

 

 

 

All I did was take the original model and reshape the front sight and handguard in blender. I exported it as a weapon with the metal option selected. I just want the light pathing to be the same as the original. I also have a problem where when I drop the gun it just floats there and I cant interact with it. This model is replacing the vanilla service rifle model atm.

Edited by G0RII
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I'm not a modeller, so I'm not certain this is related to your "lighting" problem. But the default path used by many mesh editors when saving can often cause issues. See the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is:
* Open the NIF file in NifSkope.
* Click on the part you want the texture for; it will highlight it in the Block list.
* Expand it and highlight BSShaderPPLightingProperty. Expand that.
* Highlight BSShaderTextureSet.
* In Block Details you will see textures (DDS files). Expand it.
* There you will see the paths to the textures used by that mesh.

-Dubious-

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I'm not a modeller, so I'm not certain this is related to your "lighting" problem. But the default path used by many mesh editors when saving can often cause issues. See the wiki article "How to fix hard-coded texture paths in NIF files" for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found on various installation locations, which is what that article covers.) But in short form the procedure is:

* Open the NIF file in NifSkope.

* Click on the part you want the texture for; it will highlight it in the Block list.

* Expand it and highlight BSShaderPPLightingProperty. Expand that.

* Highlight BSShaderTextureSet.

* In Block Details you will see textures (DDS files). Expand it.

* There you will see the paths to the textures used by that mesh.

Â

-Dubious-

Thanks i'll look into it. I have a new issue though as a result of my exploration of blender. The models I export have no actual model when I open them in the geck and nifskope. Not exactly sure what I did.

 

Edit: NVM about the no model thing I saw what I did wrong. Unfortunately your suggested solution wasn't viable. Bsshadertexture set doesn't exist in either version. It's greyed out and unclickable. I can change certain texture setting like glossiness but that doesn't help.

Edited by G0RII
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The problem with the rifle floating and you can't interact with it is due to you not giving the model a collision mesh or havoc data. What version of Blender are you using?

 

The collision meshes for weapons tend to be fairly crude. Since you didn't make very dramatic changes to the rifle you can probably copy the collision mesh from the original using NifSkope. Or you can just make a fairly simple collision mesh in Blender. Either way works. It's probably easiest to copy/paste the havoc data using NifSkope as well.

 

I'm not certain about your lighting issue. There might be some settings in NifSkope that will fix it, but there is also a known bug in the nif tools for Blender where they don't set the vertex normals correctly. This can result in some slightly incorrect lighting/reflection type issues. Based on your description and screen shots that might be your issue. You also might want to check to make sure the meshes still have the correct normal map applied to the textures, as that could also cause similar issues.

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The problem with the rifle floating and you can't interact with it is due to you not giving the model a collision mesh or havoc data. What version of Blender are you using?

Â

The collision meshes for weapons tend to be fairly crude. Since you didn't make very dramatic changes to the rifle you can probably copy the collision mesh from the original using NifSkope. Or you can just make a fairly simple collision mesh in Blender. Either way works. It's probably easiest to copy/paste the havoc data using NifSkope as well.

Â

I'm not certain about your lighting issue. There might be some settings in NifSkope that will fix it, but there is also a known bug in the nif tools for Blender where they don't set the vertex normals correctly. This can result in some slightly incorrect lighting/reflection type issues. Based on your description and screen shots that might be your issue. You also might want to check to make sure the meshes still have the correct normal map applied to the textures, as that could also cause similar issues.

would doing the bait and switch method as described in the Nexus tutorial deal with the vertex? How do I check to see what map is applied to the meshes?
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Those are a so called "degenerate normals". Normals are oriented badly and cause skewed lighting.

You should try this:

https://www.nexusmods.com/newvegas/mods/64746

 

Put a nif in the same folder as exe and run the app.

so I just put this is the meshes folder, run it and then import and export nif files to and from blender as I was already doing?

 

Edit: Tried it, changed nothing. Even if I don't change the model it exports with those stupid streaks on it.

Edited by G0RII
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