peterkeller Posted January 8, 2013 Share Posted January 8, 2013 Super simple fix. No messing with UV's no bulls***. open two Nifskopes. one with your altered mesh, the other with the original (unaltered). copy the bslightingshader property from the original into the new one. I could go on about the steps, but go to nightasy.com. Find tutorial 15. Your problem will be solved. I promise. -PK Link to comment Share on other sites More sharing options...
JahDexter Posted January 8, 2013 Author Share Posted January 8, 2013 (edited) This was the first thing I tried. Result - no model in game. The game just shows nothing. So this is a no go. And, as I said, my model is little bit complicated. The original model for the dragon priest masks has hood. The mask under the hood lacks the back side, so looking from behind, you can see through the mask. I took the worldspace model (the model labeled dragonhelm_..._go.nif) and used it as a replacer for the default model. So I think I cannot use UVmap from worldspace model for the armor model. Or can I use the textures from the woldspace model? Edited January 8, 2013 by JahDexter Link to comment Share on other sites More sharing options...
JahDexter Posted January 8, 2013 Author Share Posted January 8, 2013 Here I am with another update. I tried the peterkeller's advise and copied the BSshaderpropertz from the original model to my new one. Strangely, now it worked. Dwo days ago, I tried the same thing and it didn't work.But the model is still transparent, when looking over the shoulder in 3rd person. I don't know what is wrong, because creation kit shows me the model correctly (yes, I made a plugin to put it in-game and I also made a new item for it). Well, I know this is a detail, but when I know about it...it creeps me out. I'm a detailist. Link to comment Share on other sites More sharing options...
Vandrath Posted January 9, 2013 Share Posted January 9, 2013 (edited) Check your Normal Map. I had a problem with a black mesh in game an it turned out my Normal map was messed up. While your at it check your Environment/specular map (if your mesh requires one) as well just to rule it out as an issue.<br><br>I also had a problem with Transparent Faces on one of my meshes once. To fix this you can do one of two things<br><br>First, In nifskope got to "Mesh" then hit "Face normals"<br><br>If that doesnt work then<br><br>Second, go into your 3d modeling program and recalculate the normals from there then re import<br><br>For Blender the way to do this is (in the 3d view window while in edit mode) select your entire mesh then go to Mesh, Normals, Recalculate in/outside. I do not know this process in Maya or 3dsmax but a google search should show you how.<br> Edited January 9, 2013 by Vandrath Link to comment Share on other sites More sharing options...
JahDexter Posted January 9, 2013 Author Share Posted January 9, 2013 vandrath: In NifSkope is nothing like "mesh", so I don't know, what to look for. And if you mean "NiTriShape" or "NiTriShapeData", there is nothing like "face normals". I may have bat eyes, but I cant find find anything like this, so, please, exact description. And I still think, that you still really don't understand my problem. I didn't replace the original texture. I used bethesda made model and switched thwo premade models. I just took one model and used it as a replacer for other model. So I think, I just don't need to play with textures, or etc. But I am not sure. So, if anybody would be so kind, try this: make a new item out of any dragonpriest mask. I used the Morokei (moonstone mask). Then, use some 3D modeller (3DSmax, blender, don't care) and replacer the orignal model (dragonhelm_moonstone_1.nif) with worldspace model (dragohelm_moonstone_go.nif) and then save it and make it work in game. This is, what I'm trying to do for at least five or six days with completely no result. Just try it, its work for 30 minutes. Link to comment Share on other sites More sharing options...
Vandrath Posted January 9, 2013 Share Posted January 9, 2013 (edited) When your mesh is in Nifskope you must right click the actual mesh model or right click the Nitrishape block. "Mesh" should the the third option from the top. There should be another sub-menu for the mesh option and "face normals" should be 4th from the top. As you suggested, when I looked at the model with the hood removed the problem became clear. Bethesda's 3d models for Skyrim do not have inside faces thus making one side of the model appear transparent. The reason for this (im assuming) is memory efficiency, since there is no need to see the inside of the model then why bother adding it. If the hood is removed then there is nothing to hide the inside of the mask, thus revealing the transparent side you saw in game. The fix for this is to load it into a 3d modeling program (in your case 3ds max) and make faces for the transparent side. This will mean re importing the part of the model you have redone into the game.<br> Edited January 9, 2013 by Vandrath Link to comment Share on other sites More sharing options...
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