Jump to content

Help with too shint weapon and normal maps


majistik

Recommended Posts

Hi,

I have a mod called Bamboo Quarterstaffs And Bows For Skyrim in this mod I add a few weapons to the game.

This is kind of my first mod and all I do is from tutorials.

 

I never used normal maps in my mod and only learnt about them recently.

I never understood why my weapons are "flat" and not responding to what happened in the environment when it come to lighting.

My weapons looks somehow bright and pale.

I started to use the normal maps and now the weapons (that untill now had about 5% response to light without normal maps) now have about 500% more response to light then i intended.

using an FXAA mod my mod with normal maps look so shiny you can hardly see the weapon color under the sun - not to mention this looks awful with some textures its doesnt go well with all of the other stuff in the game which is so accuratly lighted.

 

I have tried making the texture draker before using the Nvidia DDS plugin in photoshop, I have also tried many diffrent configuration of the plugin.

I have also tried to change the texture itself to be draker but then I dont get the color I want.

 

My weapon is wood metirial type and yet I see many bright wooden object in skyrim which react to the sun nicely.

 

Thank for the help.

My currect mod version is without normal maps and looks not too bad but far from being profesional looking.

I have included my Nifscope snapshot maybe its some option there :\.

If you need the NIF and DDS files of what I did please tell me.

 

My weapon too bright in every situation (when using several generated normal maps):

 

http://imageshack.us/a/img571/5707/screenshot7235.png

http://imageshack.us/a/img809/7484/screenshot12899.png

http://imageshack.us/a/img84/129/screenshot15195.png

normal sword responses good to any light source:

http://imageshack.us/a/img27/2957/screenshot9955.png

http://imageshack.us/a/img266/719/screenshot13409.png

 

Nif confige:

 

http://imageshack.us/a/img402/3016/98113286.jpg

http://imageshack.us/a/img440/8341/78803423.jpg

 

 

My weapon with normal map path set by mistake same as texture path - too pale and not professional looking (different texture from last images) - read more about it in my 3th reply here

 

http://imageshack.us/a/img692/8814/screenshot16975.png

Edited by majistik
Link to comment
Share on other sites

A few things that MAY be of help ...

 

First you need to add an "alpha" channel to your normal map = black for dull (no reflection) or white for Shiny (high reflection) and any variable of grey in between, so the "groves" of the bamboo would be black/very dark grey and the "ridges" would be light grey

 

Specular Colour is set very "light" By using such a light colour you are telling the game how bright and what colour the light is when reflected off the object the light blue is good for "steel" items but not for wood. Try changing this to black or very dark green/brown for wooden items

 

 

BSLightingShaderPropertyType = Environment Map

 

But No environment map is specified in your BSShaderTextureSet, try adding a ***_m.dds file (a "mask" file) in slot number 6 (or 4 slots below the ***_n.dds file)

 

Glossiness is set to 80 ... try lowering this to around 30

Link to comment
Share on other sites

A few things that MAY be of help ...

 

First you need to add an "alpha" channel to your normal map = black for dull (no reflection) or white for Shiny (high reflection) and any variable of grey in between, so the "groves" of the bamboo would be black/very dark grey and the "ridges" would be light grey

 

Specular Colour is set very "light" By using such a light colour you are telling the game how bright and what colour the light is when reflected off the object the light blue is good for "steel" items but not for wood. Try changing this to black or very dark green/brown for wooden items

 

 

BSLightingShaderPropertyType = Environment Map

 

But No environment map is specified in your BSShaderTextureSet, try adding a ***_m.dds file (a "mask" file) in slot number 6 (or 4 slots below the ***_n.dds file)

 

Glossiness is set to 80 ... try lowering this to around 30

 

 

First of all, Thanks a lot for the comment, I learnt a lot from this.

I have changed the values you said and made a correct alpha channel (the first one was all white :facepalm: ).

However to my disappointment, Both before and after look the same.

I checked 4 times I have actually changed the right file. I even used 2 diffrent files and compared on the same save.

 

 

Its the same.

 

 

The only thing that make a change is whatever I use a normal map (super shiny) or did what i did on mistake - setting the normal map path same as the texture map and then i get super pale with no lighting weapon (see next post).

 

 

Weapon editing take 1:

http://imageshack.us/a/img96/3512/93201819.jpg

http://imageshack.us/a/img717/7182/78122359.jpg

http://imageshack.us/a/img543/959/alphaov.jpg

http://imageshack.us/a/img836/8207/screenshot3421.png

 

Weapon editing take 2:

http://imageshack.us/a/img839/166/95870657.jpg

http://imageshack.us/a/img803/3600/58525384.jpg

http://imageshack.us/a/img805/6513/screenshot4025.png

 

Thanks a lot.

Edited by majistik
Link to comment
Share on other sites

Weapon editing take 3: too dark and pale (what i did on mistake - setting the normal map path same as the texture map and then i get super pale with no lighting weapon - or maybe its other side is lighted but the one facing me is not i dont know what is going on) :psyduck:

 

http://imageshack.us/a/img191/2554/79069350.jpg

http://imageshack.us/a/img253/328/screenshot14573.png

Edited by majistik
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...