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ive recently been getting into oblivion thanks to the northern UI mod which is amazing go check it out.

 

because i play oblivion now im not very pleased at the "style" of mods many users make for oblivion. i love skyrims immersive game improving mods. so being a student of vfx and animation and now game design at university ive decided to start making my own weapons and seeing where i go.

 

im an avid modder of skyrim and i know the process for skyrim, oblivions is suprisingly easier however ive hit an incredibly annoying snag. my weapon load into game, textures and normals are working, then when i walk near a light source the textures go mad. just wanna know how i fix it. is it because i trangulated the mesh after texturing or what, although that doesnt make sense if that was actually the case.

 

i just wanna get this issue fixed so i can start pumping the game with weapons.

 

ive attatched an image.

 

thanks in advance

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This IP.Board forum doesn't really support attachments much. They're also severely limited in both, individual files' size as well as total size of all files ever attached per user.

 

It's advised to instead upload pictures to some hosting service/image provider, like Imgur et al., and then use the BBCode "img" tag, or click the "Image" button above to do so automatically, to embed it from there.

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It is weird.

 

Take a look at the texturing properties in nifskope first of all - is it set to Highlight2? If so the game is trying to render a parallax map when none exists.

ive compared a mod another creator has made to mine to see what any issues are, i have noticed oblivions weapons are nitristripsdata and mine is nitrishapedata if that means anything. ive also exported .obj from the other users mod and put it back in and that can cause their mod to go funny in the same way, so im pretty sure its not the mesh,textures or material, i always remove branch from things that arnt needed, update tangent spaces, where abouts would this highlight2 be found in texture properties?

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There's not much difference between NiTriShape and NiTriStrips. In fact, you can easily convert from one into the other in NifSkope. There's a spell for it under "Spells > Optimize > Stripify all TriShapes".

 

I think the core difference is simply shapes are stored in "3 vertices + 1 face" pairs, that is 3 vectors of dimension 3 and 1 list of 3 vertices' indices to span each face/polygon. Whereas strips are stored incrementally, that is a list of 3-dimensional vertices only and the faces are defined by their order: The first 3 vertices make the 1st face, the next together with the last 2 the 2nd, and so on.

 

As you can see, strips are more performant in storage, while shapes give more control. In fact, certain special kinds of meshes in Oblivion even "need" to stay shapes and must not ever be stripified, for whatever the reason.

 

 

The APPLY_HIGHLIGHT2 apply mode spoken of here can be chosen for the "Apply Mode" of a NiTexturingProperty node. Unless some special effects are desired, APPLY_MODULATE is the usual choice.

 

 

I think the problem here is I've never before heard of this particular problem you're describing, and I'm modding the game since 10+ years. There's likely so few responses, because most others also haven't and the ones who perhaps have are either gone or not checking so regularly anymore.

 

You could upload your NIF somewhere and link it here for people to have a look and maybe know more.

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