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Completely Lost with Eye Patch model


ArnanTryggva

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I did as you suggested but it is still invisible ingame on my character.

 

As before I can see it ingame when I go to the inventory and this time I can see the texture on the eyepatch. But I still cannot rotate it.

 

I checked it again in CK

 

when selecting one of the meshes I put into the game I get the message that the NewEyePatch 0 is missing an environment map. How to get it?

 

I can now see something inside the CK that looks like my eye patch but I am not sure as I cannot zoom in correctly.

 

I attach the newest nif file

 

It is 2 a.m. and did some more test. I re-made the normal maps and now ingame when going to the inventory the eye patch appears completely black. I now also realized that I can rotate it in the inventory as long as I do not zoom it there. When I rotate it it gets invisible when looking on it from its back side.

Edited by ArnanTryggva
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Post Scriptum: Is it possible that during saving the textures I by accident included something that renders the mesh invisible in the game?

 

However, why can I see it when zooming in in the inventory?

 

I also do not understand why with the new normal map the thing is now black inside the inventory view

 

EDIT: I can now see the patch in the CK with texture. I managed to delete the invisibility there when looking at the backside faces by flipping the normals in the mesh. So this issue is solved.

 

EDIT: I tried to link the texture slots to the one eye patch mod texture that I found and which is working. Unfortunately the patch is still invisible on my character and initially when looking at it in the inventory. It remains invisible when putting off any other item. I also updated the tangent spaces. The first time I tried this I got an error message saying that there are no normals or so but when I redid this a second time it this error no longer appeared. But ingame it is still not visible.

Edited by ArnanTryggva
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Well, finally reunited with CK and could test stuff out properly.

 

Turns out, it was an issue with BSDismemberSkinInstance not being set correctly in nifskope. After changing those values the eyepatch shows up when equipped:

 

http://i.imgur.com/MPZ5M.jpg

 

YAY. These are the fields changed:

 

http://i.imgur.com/zW9HV.jpg

 

You'll have to set it to the corresponding body slot in CK, in this case 44.

 

Here's the nif Fiddle with it as you want. Good luck!

Edited by nonoodles
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Wow! Great! How did you find this out?

 

I put 32 as instructed (there was the BP_TORSO before I have put the number). I am impressed. Kudos! (I see I only can give one kudo ...)

 

Now I can touch up the texture which does not seem quite right yet. But this is a minor issue. Thank you so much, nonoodles, for your patient help.

 

For exercise I will redo the process of exporting in order to see if I now understood the whole process (I also need to reduce the eyepatch size a little and I want to make some for female characters too. And Perhaps for elves and kajits).

 

It also still doesn't show up in the inventory but this may be because I still don't have a world mesh right now for this item. So maybe when I make one it'll work (wild guessing here :) ).

Edited by ArnanTryggva
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I am now getting some routine in the export process thanks to you, nonoodles.

 

There is one minor problem left for which I have not found a solution despite efforts to sort this out:

 

I have created two dds files, one texture file and one normal map (<name>_n.dds). Interestingly the overall colour of the patch ingame does take the colour of the texture file it seems. However it looks just plain or like plastic. Not like leather as the image I used for the texture. I do not understand why it is this way.

 

My latest nif file is enclosed. I will try to upload also the dds files but I fear they might be too big. (EDIT: They are ... :( deswegen hier ein download link: BrigEyePatch.rar )

 

EDIT: I checked and when I open the UV Set in the triShape Data the coordinates are all zero in my file. So I assume that for some reason the UV map information is not exported. Does anybody know how to resolve this?

Edited by ArnanTryggva
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UV map probably got broken during export. When I tested the ' EyePatch_export02c' it worked fine. Here's a comparison in nifskope:

 

http://i.imgur.com/hqBJ2.jpg

 

You can see the difference between them. The plastic looking one on the right is your most recently uploaded nif. I'd suggest re-checking your export settings. Since I don't know Blender, you'll have to go over the tutorial again, see if there's something you missed. There's a lot of other tutorials on youtube so you could search there too.

 

Good luck! : )

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Thanks, nonoodles.

 

I will check again that.

 

In the meanwhile I found out how to get the UV coordinates into the nif file and now the texture shows properly in nifskope. Also when I activate the NiTriShape and then RMB>Texture>UV it shows the UV Map correctly

 

http://www.abload.de/thumb/bslightingshaderpropeq8r5d.jpg

 

However ingame it is still the plastic look. But I will check the export options (I did not change them and they are usually not reset to default unless by active user input but I'll check them anyway). Please stay tuned :)

 

 

EDIT: Triple-checked (just right now): the export options are just like they should be.

 

EDIT2: I attach the latest file.

 

EDIT3: Thanks to Eisenkreuz I got this issue solved. Do you mind if I mention your help in case I'll upload this to the workshop/nexus?

Edited by ArnanTryggva
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I have now finished all the modelling and exporting (thanks again to you, nonoodles) and I am now integrating it via the CK.

 

The meshes and textures are now fine in CK for the worn models. However the world model that I created specifically does not show up. What I did is that I shifted the eyepatch to the ground height, removed all weights and bones and exported it like the others. Of course in the nif file there is no more dismemberment property but the rest I confectioned like for the other models. Inside nifskope the texture is visible as it should. Anything I need to consider when exporting for the world model?

 

PS: I use the _go at the end of the file name (but before the .nif suffix).

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