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Tobi's Imperial Fort Set Thread
12-15-2007, 07:07 AM,
#41
 
I only Dled the nif, excuse me I have dial up. But your mesh looks fine mostly.
I would update tangent space in nifskope. Open the nif in nifskope at the top Spells>batch>update all tangent space

the other thing to try is "face normals" for each tristrip in nifskope. Right click each nitristrip mesh> face normals. Just to see what it looks like, I think it'll be nicer, but thats me, not always neccessry to face normals in nifskope. It will also show up problems like inverted face normals, but you mesh looks free of that. and will often cure certain oddly lit faces.In your mesh the face normals are still not perpendicular to the faces though, so doing that will make the mesh look a bit different.

does the normal map ok?
AM NOT A TEXTURER
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12-15-2007, 12:29 PM,
#42
 
I think the normal map is okay, it looks good enough.
I have tried both things you suggested, but neither of them worked it seems.

I have also tried to delete the normal maps, just to see if that would make a difference. Still, nothing happens. I'm kinda stuck.

Edit:
It's an unqualified guess, but I'm 100% sure that there's something wrong with the maps.
I just tried making a new model, a simple box, I applied some completely different texture to it, it works perfectly.
I tried to apply the same texture to the model I'm working on, and it work's perfectly. So I'm 100% sure that there's something wrong with the textures I have to use, because every other texture works and looks perfect.

Also, my own homemade textures doesn't work either. If I create a new texture I experience the problem I'm dealing with right now.

Do you guys know some really good and broad tutorial on DDS files for Oblivion?
Either that or could someone else test out those textures as well? see if it works for them? I know the brickpath texture works, but the wall-top-shadows map doesn't.
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12-15-2007, 02:14 PM,
#43
 
So the normal map has alpha channel? Because it looks like it wouldnt have -> thus it's darker than it should be. Or it has alpha and it's done wrong way around (ie black when it should be white)

I had same problem when I tried my hand at modelling.
The darker one was before I noticed I didnt have alpha channel and the brighter one is when I fixed it.
Killing imperial legion ppl since 2002 and still they keep coming.
Community idiot and modder. (Currently learning to model stuff and breathe)
I can: - Use TES CS - Walk - Re-Texture - Yell really loud (I mean REALLY Loud!)
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12-15-2007, 04:07 PM,
#44
 
Maybe, I don't now whether or not the normal map has alpha.

I'll try making some new ones then, I hope this works, I'm getting sick of all these problems I encounter, still it's valuable experience.

edit:

ARRRRGH! ZOMG!
YES!

Problem solved!

You know how sometimes the solution is so simple that you never notice? That's just it!

The original texture was named: Wall_shadows_top.dds
I simply renamed it to WallShadowsTop.dds
And then it worked!

Good thing there's no sound on these boards because I am still yelling and crushing my skull against the wall, now there's a big bloody hole in it.

I'm a very happy man
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12-15-2007, 05:28 PM,
#45
 
The same thing happened to me when I was doing texturing. I didn't figure it out on my own, though. RW came in and told me what was afoot, and that solved everything. Big Grin

I really like the shadow detail on everything, at least when it's all working. Good stuff. Smile
.:.::..::: Zarf - [url="http://www.youtube.com/watch?v=gbU_YqGZF5Y"]WARNING: Do not fall down mountains[/url] :::..::.:.
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12-15-2007, 05:30 PM,
#46
 
Hang around for a sec, I'll upload a screenie...

http://i29.photobucket.com/albums/c280/T...ot16-1.jpg
http://i29.photobucket.com/albums/c280/T...Shot18.jpg
A bit too shiny though, I'll see what I can do about it.

...

Tongue
http://i29.photobucket.com/albums/c280/T...wesome.jpg
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12-15-2007, 07:45 PM,
#47
 
Wow, that looks very nice, I am loving the work on this.

And this thread just tried to give me a virus, something is going on in these forums.
Lol what?
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12-15-2007, 08:20 PM,
#48
 
a virus?...
damm, that's not good...

edit:

by the way, the textures ain't that shiny anymore, it looks a lot more like stone now, and not some metal thingy.

okay, here's two screenies and one of the imperial city for comparison. Keep in mind that these pictures was taken around 10 am ingame on a bright sunny day, so the light is spot on, making the blooming go crazy, so it usually won't look as flashy as it does this time.

http://i29.photobucket.com/albums/c280/T...Shot23.jpg
http://i29.photobucket.com/albums/c280/T...Shot22.jpg
http://i29.photobucket.com/albums/c280/T...Shot21.jpg

edit: changed 10 Pm to 10 am (sorry)
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12-15-2007, 09:04 PM,
#49
 
still too shiny imho. try saving the dds in a format that dosent have the alpha chanel at all to make it really look like stone. the IC has that large white spot, yes, but it dosent reflect the light all over.

other then that, these are looking amazing Smile
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
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12-15-2007, 09:34 PM,
#50
 
yeah you're right it's waaay too shiny, I checked the model one more time, I dunno why it is so shiny, but the dds files do not have alpha enabled...
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