rawrn00b Posted December 11, 2012 Author Share Posted December 11, 2012 haha its fine :P I didn't put an alpha channel on my textures but I will check to see if photoshop did. Thanks! Link to comment Share on other sites More sharing options...
Dart98Rock Posted December 11, 2012 Share Posted December 11, 2012 When you save the .dds file, select the way to save as DXT5, that messed me up for awhile. Link to comment Share on other sites More sharing options...
rawrn00b Posted December 11, 2012 Author Share Posted December 11, 2012 So, its not the textures either. Its something with the model, but I don't know what it is, I want to try other things before I hand paint weights. I just want to make sure its going to work in game before I finally rig it. Link to comment Share on other sites More sharing options...
rawrn00b Posted December 11, 2012 Author Share Posted December 11, 2012 Ok so I figured it out, it was in fact the rig. I just rigged to a different vanilla model and there isn't as many problem areas but theres still some. So next for me is to hand paint the weights for it to make it perfect. I still can't figure out why my normal maps won't show though. Link to comment Share on other sites More sharing options...
ghosu Posted December 11, 2012 Share Posted December 11, 2012 (edited) Normal Map...NiTriShapeData's NUM UV SET is set to 4097? If not you have to enter that value and in the menu press SPELLS=>BATCH=>UPDATE ALL TANGENT SPACES afterwards. Edited December 11, 2012 by ghosu Link to comment Share on other sites More sharing options...
rawrn00b Posted December 11, 2012 Author Share Posted December 11, 2012 BS Num UV Sets? I tried setting it to 4097 and I updated the tangent spaces and they still don't show up. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted December 11, 2012 Share Posted December 11, 2012 For me it looks like the normals are the wrong way... I encountered this problem myself after i made some shield and it was transparent on some surfacest. If the normals are facing the wrong way, you should be able to inverse them in nifskope..though do backup the mesh first. Cool armor btw. :)Â oh and the transparency on the body mesh could be that you have "normals" set to yes in nifskope. On body meshes uv should be 1 and normals set to "no" Either that or your skinning is not correct when applying gauntlets etc. Link to comment Share on other sites More sharing options...
rawrn00b Posted December 11, 2012 Author Share Posted December 11, 2012 Thanks! I just set normals to no and it fixed a lot of the see through areas! Thanks! How do I inverse the normals in nifskope? Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted December 12, 2012 Share Posted December 12, 2012 just rightclick on the NiTriShape node and choose mesh->flip normals and check the results. you can also use flip faces if flip normals don't give results, then finnish with update tangent space. Depending on how your armor mesh is made, you might have to take it back into 3ds max and turn the normals around manually, that is'nt all that difficult though, just be sure to check the normals before you start turning them around, you can also check them in nifskope by going into the NiTriShapeData and just select normals on the mesh with transparency and you should see the white lines, if they are going inwards, you know they are wrong. The SLSF2_both_sides flag should have taken care of that though, but try flipping the normals and see what happens :) Link to comment Share on other sites More sharing options...
rawrn00b Posted December 12, 2012 Author Share Posted December 12, 2012 Ok, I will try that! I know the normals are facing the right way in max because thats something I always fix before I export, but maybe nifskope messed it up :P Thanks! Link to comment Share on other sites More sharing options...
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