doctorhr2 Posted January 20, 2013 Share Posted January 20, 2013 I have a custom object with a lamp that I want to make semi-transparent, but when I set the NiAlphaproperty to 4845 and 128 respectively, it turns the lamp transparent but the object casts no shadow!. If I go to a setting that enables the shadow, then I lose my transparent lamp! I have experimented with a few settings but with no joy. Can anyone help, please? Link to comment Share on other sites More sharing options...
doctorhr2 Posted January 20, 2013 Author Share Posted January 20, 2013 To add to this, it is a custom house and there is a shadow being cast on the ground by the door, but not by the building itself! Even though they share the same tex maps and settings in Nifskope! Link to comment Share on other sites More sharing options...
doctorhr2 Posted January 24, 2013 Author Share Posted January 24, 2013 I seem to be the only person who has run across this problem. I went back to Max and detached the parts of the mesh I want to be transparent from the main mesh, thinking that in Nifskope I could apply a different NiAlphaProperty to it. It worked in Nifskope but when I tried to preview in CK, the entire mesh was opaque! I went back and checked every value against my original working model and all seems correct, so there is something I'm not doing! I did wonder if it was something to do with two different meshes in one model using the same tex map (maybe I need to rename it?). I was at a loss as none of the buildings in Skyrim have transparent windows, for obvious reasons. Then at nearly 2am in bed I thought 'Display cases!' The only thing I can think of in Skyrim that has a solid and transparent texture in one model (can't remember if it casts a shadow though). So this evening I will examine the mesh and textures in Nifskope and Photoshop and see if I can crack this. Will post any findings in case anyone else runs into this problem. Link to comment Share on other sites More sharing options...
doctorhr2 Posted January 24, 2013 Author Share Posted January 24, 2013 Result!! After much head bashing/scratching I have cracked it. It was such a simple thing too. I got to the point where the model was showing up in the CK Preview but crashing CK when I tried to import it... and all because I had neglected to follow the naming convention for the meshes. Not a problem when you're dealing with a single mesh, but models with more than one mesh have to share the same name i.e. mesh:0, mesh:1 - whatever you like so long as the meshes are identically named and individually numbered; which I had forgotten to do in 3DS Max! Lesson learnt! Link to comment Share on other sites More sharing options...
Recommended Posts