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Correct Alpha properties / setup for .dds & .Nif files?


EdgeUK90

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Hey all,

 

Me again. While I am having great success getting my stuff ingame now, I have to burden this community once more with this current issue I am having.

 

I am using GIMP 2.1 for image manipulation (I do have the .dds plugin), I also have Paint.net that I use to save .dds format also & Nifskope (Latest release).

 

My question is regarding the setup of alpha images & corresponding settings for the .Nif file in Nifskope.

 

Here is the model & the corresponding texture (Windscreen)

 

Fo4-Lesabrepost-11.jpg Fo4-Lesabrepost-15.jpg

 

When I add an alpha channel to this texture, to make it see-through like glass would be - The game crashes.

 

I am adding alpha channel in GIMP, flattening the image & then exporting as .dds bc2/DXT3 (Also tried BC3/DXT5).

 

I am generating my Specular and Normals map from this image too - just like normal.

 

 

Then -

 

 

In Material editor, allocating the correct textures to the .Bgsm file - Checking 'Test Alpha' & setting it to 127 rather than 128.

 

 

Then -

 

In Nifskope, I edit the windscreen BStrishape shader properties to include the alpha channel (Nialpha)

 

 

Then -

 

Load up the game, it crashes when I am near the model in question.

 

However, If i remove the alpha channel from the .dds textures & the Nialpha from Nifskope and the model will work but the texture is solid (Resulting in the image above).

 

So, My questions are:

 

1. When setting an alpha channel to my image in GIMP, Do I also apply the alpha to the Normals & Specular map? or leave these solid/opaque.

 

2. What BC/DXT settings should these textures be? do they change from a regular texture setup?

 

3. Am I missing something in the material setup?

 

4. Am I missing something in the .Nif setup?

 

5. Is there an additional property in the creation kit I havent seen for models with alpha?

 

Your help will be greatly appreciated :thumbsup: I just need to be shown the correct way as I am new to modding Fo4 (Obviously) & this car is proving a fantastic learning curve aswell as being a great decorative addition :cool:

 

Many thanks,

 

-Edge

 

 

 

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Ok, I have made progress. I have been able to distinguish every time I export the _d with the alpha from GIMP it will make the game crash, Although if I copy the image and export from Paint.net it works! Kinda...

Fo4-Lesabrepost-17.jpg

This is the best I can get the game to render.. The actual texture shows just fine in multiple programs?

 

[EDIT] The area that is currently showing grey & solid on the windscreen should be a translucent brown - so you can see through but dirty

If anyone could help me with this I would really appreciate it :thumbsup:

-Edge

Edited by EdgeUK90
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Problem resolved!!

 

Fo4-Lesabrepost-18.jpg Fo4-Lesabrepost-19.jpg Fo4-Lesabrepost-20.jpg

 

I now have a .dds with alpha working as it should - Translucent on the dirty glass and fully transparent where the hole is!

 

Conclusion for anybody who has the same issue..

 

GIMP (Latest release) Will not save .dds in a format fallout will accept! It will crash.

 

- So creating / setting images in gimp is fine, but then copy over to Paint.net to then export as the appropriate compression you require.

 

- .Nif file has to be setup with an NIalphaproperties assigned to the bs-trishape in question, then remove the BSLightingsshader & Add and assign a BSEffectproperties in place. Then (Once you have created a new material - steps below) assign the new material string as the name for the BSeffectproperties. Do any index cleanup you need to then save.

 

- Using BAE or a similar program, extract Fallout's original materials folder to your desired location - then find a glass .BGEM file (NOT .BGSM) & Copy it - Then modify this copy to swap out the textures. NOTE No specular map is required, also the textures are assigned in the 'Effects' Tab instead.

 

- Load up the game and find your desired object, you will see Transparency & Translucency working together.

 

To adjust the contrast of how the game interprets the Gray's in the alpha map adjust the 'Alpha' Number in the general section of the material - I actually had to set mine to 1.0 to get it look the way I wanted!

 

Enjoy modding guys!

 

-Edge

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I don't know about translucency, but recently I needed a piece of armor to be invisible when worn. I did the following - opened diffuse texture in paint.net, selected all of it and deleted. I saved the file with DXT5. Then in the material BGSM I set Alpha Blend Mode to Standard.

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