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Flashtoo

Citizen
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Everything posted by Flashtoo

  1. Turns out the problem was animation controllers. Thanks, SparrowPrince, for helping me.
  2. After finishing my Nirnroots to my satisfaction I've moved on to my next project - replacing Meridia's Beacon and all the glowing crystals in Kilkreath Temple. I've got the beacon's inventory model all shiny-textured up to my liking but changing the model that is displayed when you place it on the pedestal is proving to be another head-scratcher. You would think I could just copy and paste the BSLightingShaderProperty from crystal.nif, which works perfectly, onto da09meridiastatuefx.nif, and in Nifskope it looks fine: But in game it turns almost invisible, which somehow isn't solved by removing the NiAlphaProperty from the crystal NiTriShape: I would include screencaps of my block details but I don't know which blocks anyone would need to see in order to troubleshoot; let me know and I'll post those. Thanks in advance
  3. THANK YOU!!!! That has solved my problem and I'll be able to release this as soon as I do some final tweaking of the glow texture, now that I can actually see it! I would never have guessed it was the tree animation node!
  4. I posted about this on the Nexus forums and on r/skyrimmods but I've been picking at the issue for days with no luck, so I figured I'd ask absolutely everywhere relevant. Lately I've been getting back into my love that is video game texture modding and I decided to start out with the nirnroot plant, because the vanilla one is godawful and doesn't look like a real leaf at all. Because I like being fancy, I decided to add glow mapping to the veins of my new leaf texture, but I'm having issues with it that are leaving me scratching my head. Here is what the Nirnroot looks like in NifSkope after following the instructions I found on how to add glow mapping to a Skyrim mesh: And here is what it looks like in Skyrim - it's like the _g texture is all white, instead of just highlighting the veins in the leaf as intended (exhibit A): So after being unable to figure out what I was doing wrong, I tried the alternative tack of copying the BSLightingShaderProperty branch from the Glowing Mushroom, re-pointing the texture set paths, and adjusting the glow intensity, color, and other flags like vertex shading to match what was on the original Nirnroot, and while this does seem to result in a properly-working glow map, the mesh turns invisible except for the very tips of the leaves, like this (exhibit B): Weirdest of all, if I look at the block list of nirnroots A and B side by side, I can't find any difference. What am I missing? What am I doing wrong here? Has anyone had this happen before? Thanks
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