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Showing results for tags 'transparency'.
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Has anyone ever ported hairstyles using 3ds max? people mostly have used Blender, and it has a "Face Sorting" feature which helps solving the Transparency issue on the hair chunks and strands. is there any way to fix that issue on 3ds max?
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I am attempting a porting project using Fo4 assets, exporting them as fbx to import into a unity environment. I have had success so far with static objects, but anything with transparency does not appear in 3DS Max correctly. I can view the mesh with correct textures and materials in nifskope, but that software lacks the ability to export fbx. Originally, no material would load when importing a mesh into max, but I solved the problem initially with this: https://www.nexusmods.com/fallout4/mods/38289 . I used BAE to extract the resources, I am using 3D Studio Max 2015, I have Niftools for 3DS max 3.8.0 (at least, that's what's credited on the download), and I have Nifskope 2.0.0. Any response is appreciated.
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I'm working on modifying textures to fit my style a bit more, and I'm having an issue with some textures appearing like a sort of fence or Swiss Cheese. I don't know if it's because the mesh has a bug and thinks that those parts don't exist, or if it's just the texture not being rendered properly. This is for the Enclave Tesla Power Armor, specifically the little vacuum tubes. I'm still new to NifSkope, kind of experienced with the G.E.C.K.
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Currently working on a set of meshes recreating the alchemy tools from Oblivion, for a friend's herbalism mod. I have things generally working, but ran into this I have no idea what is causing those texture errors. The normals are facing the right way, I have edge-split applied to smooth things out, and it is properly unwrapped. It is not showing properly in the CK right now, but I think that's just an issue with texture compression format that I seem to get with every single model I make. Any ideas about fixing those faces would be more than welcome, I'll figure out the textures eventually, unless someone can tell me EXACTLY what compression to use in GIMP's .dds plugin for each texture layer.
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I have some armor I'm adding transparency to. I've attached the NiAlphaProperty and adjusted the alpha channel on my diffuse map. I'm using the 4845 flag since I want partial/gradual transparency. The problem is that the entire armor turns semi-transparent and not just the pieces that are colored black in the alpha channel. The color channels don't have any transparency in these areas that are turning transparent either. So why is the entire armor turning semi-transparent and how can I fix this?
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Hello, I've been working on a veil for my Cousland wedding gown, and just notice I had problems with transparency. I included the veil mesh on the armor part, it looks good so far. But when I look closer, whatever the veil covers it makes the hair go bald, unless it isn't covering the it. I've attached a pic to show what I mean. I'm thinking it has something do with setting up my mao file, but I'm not sure. Any thoughts?
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I've editing an outfit that someone else has modded into the game and I'm trying to extend the transparency they've already put in the armour. I've cut out the relevant section of the dds file, but the transparency doesn't show in game. It just shows the original design. I'm pretty sure that I'm editing the correct file as I've checked the material file to make sure it's pointing to the file I'm editing and the edited version shows correctly in Bodyslide. I'm also pretty sure that I shouldn't have to edit the .nif file, because the outfit already has transparency in it. Can anyone give me some pointers as to what I may be doing wrong?
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Hi guys, I'm trying to port my "Wine and Beer in Tankards" Skyrim mod to SSE and I need a bit of help to try and understand how transparencies are handled in SSE. My Skyrim textures (saved in DTX1 and DTX5) show fine in game, but SSE's lights have strange effects on my beer or wine semi-transparent textures. When the object is under bright lights, my beverage looks almost solid, and when in dark places, it's almost completely transparent. Which means increasing or decreasing transparency in Photoshop will probably not help. I've tried setting my NiAlphaProperty to Flag 4845 + threshold 100 - or Flag 4333 + threshold 128 - no noticeable difference. I'm thinking I should probably try to change the settings of the niAlphaProperty instead but could use some advice with that... Many thanks in advance, guys :)
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- transparency
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Hi, so first of all I am relatively new to modding, so excuse me if I do things wrong lol. I would like to make a half-transparent armor for a mod I make. So I took an existing armor (that covers everything) and did a Material swap with my transparent texture. Everything works fine BUT the neck texture still appear under the armor there: (btw don't pay attention to the way it looks it's not iver yet lol) So is there a way to get rid of that neck? If not I'll just make it non-transparent but it would be nice that way haha. Thank you very much anyway!
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http://imgur.com/a/lcRIP The above album shows four pictures taken from my game for what I believe to be a graphics issue or bug. As you can see in the first two images, part of the hair at the middle of the top of the head seems almost completely transparent. Getting in closer, specifically on the second image, you can see that the hair is still there a bit, but still almost completely transparent. Other hairstyles seem to have this problem, as well. I realized before taking these pictures that this was apparently tied to lighting, as in the third picture where the light source is out view, or in the fourth picture where there is no light, the hair appears just fine. Most light sources seem to do this. I've had this problem since I got the game, since I mostly played in first person. I have no mods that modify hair, but I don't know if Coverwomen or Coverkhajiit modifies hair at all. I am guessing not since they make no mention of it. Neither Helmet Toggle nor Archmage of Winterhold HD Rextexture are not the problem either, as the problem was around before I started using that mod. As for the rest of my mods, here is a listing, though again, I think this is related to some graphical issue rather than a mod: XP32 Maximum Skeleton Extended Fores New Idles in Skyrim HDT Bresat & Butt Physics The Dance of Death Helmet Toggle Exhaustion Irish Flute Bard Archmage of Winterhold HD Retexture Better Archmages Robes Realistic Ragdolls and Force Immersive Lover's Comfort Caliente's Beautiful Bodies Edition Caliente's Vanilla Armor - Combined Pack Caliente's Vanilla Armor - Soldier Pack CoverKhajiits - male and female CoverWomen Vanilla Outfits Bodyslided w/ HDT-PE Amazing Follower Tweaks RS Children Overhaul Khajiit Speak HDT - PE Racemenu SkyUI Enhanced Blood Textures Again, I doubt any of these mods may be doing it, as I have noticed this problem for quite some time, and many of these mods came after I first noticed it. I'd like to hope it's a graphical problem. Anyone else having this problem and/or know a way to fix it? Edit: After a bit of further testing, it does not seem to affect any of the other races aside from Khajiit, which I primarily play. Uninstalling Coverkhajiit did not fix it, so I'm guessing it's just somehow a problem us cats must deal with? Is there a fix out there?
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Hi all and thanks in advance for any help you can give me. I was trying to modify for my own use the super "blood with armor" mod made by "zerofrost" making a short dress version. I follow all the tutorials and my problem is that when I make the bottom of the long dress/coat transparent, the legs behind the coat become transparent too as if the coat is converted into a kind of invibilization magical cloak. I'm using Nifskope http://s9.postimg.org/rrxspxtez/image.jpg http://s9.postimg.org/svhx1we23/image.jpg http://s9.postimg.org/mvu5y8t9n/image.jpg The question is : what am I doing wrong ? How can I only add the transparency to that piece of coat without making all objects behind invisibles too? Thanks again for your help
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This is a bit of an odd question and I hope what I'm trying to achieve is possible. What I'm trying to do is get a glowing part of a character to show up at full brightness through a transparent part, as opposed to being partially obscured by the transparent part. As the thread suggests, I don't have a clue how to do that. I would prefer to leave the opacity of the transparent part alone as there are details behind it that need to stay mostly hidden. Is it possible to have the glowing part drawn in front of the transparent part? Is it possible for only the glow map of the glowing part to be drawn in front?
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So I've been fooling around with New Vegas mods for a week or so now, and between the NMC Texture pack, Ojo Bueno texture pack, Fallout Character Overhaul and some others, the game now looks amazing! All that's left are the shaders and fx that ENBs cover. However, I've tried multiple ENBS—Rudy, ENB of the Apocalypse, and Jay—and still get that transparent objects issue where I can see tumbleweeds, rocks, bodies of water and neon signs through other objects. Suggested fixes that I've done: -turned off antialiasing, vertical sync, anisotropic filtering and water displacement in the launcher -gone into my NVIDIA settings and manually turned off these settings (specifically, set them to Application-controlled) -gone into the config files and turned all of the relevant values to 0 What else could I be doing to resolve this issue? I know once I get an ENB figured out my mod itch will finally be scratched and I can continue playing the game, but for now it's really distracting to wander through the strip and see the bright yellow lights of the Ultra Luxe through supposedly opaque metal barriers. Any and all help will be appreciated. UPDATE: looking around, I can see that there are a lot of other suggested fixes, but I want to assure everybody that I've tried these: -turned off Steam overlay -set the ENB's FixTransparencyBug config line to false (though the ENB of the Apocalypse, which I'm currently using, doesn't appear to have this as an option in the first place) So I understand the instinct to direct me to the Mod Wiki for how to resolve this issue but I truly have attempted all of those proposed fixes.
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Hi, I'm trying to mod an armor which seems to have transparent mesh, not controlled by texture alpha channel greyscale and NiAlphaProperty. In 3DS Max it looks like this: This makes me think that mesh material is somehow transparent. How is this achieved? How can I remove this transparency? Thanks! ------------------- Problem solved. Thanks
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I've been having troubles getting any enb for Fallout New Vegas to not give my hair weird outlines, whether it be custom hair or default in game hair. Ex. Does anybody know if there is a setting that fixes this, in either the enbseries.ini, the fallout.ini, or perhaps my GPU settings? I have an NVidia gpu, and I am using the latest enb (v237). I've tried several different enb presets and they all appear to do this. If this questions been answered else ware, I'm sorry I couldn't find it after searching, would someone please redirect me?
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- enbhair
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So, I've been digging on internet for days couldn't find the solution. The problem is enb's transparency, but its not like only in first person camera, or weapon partially transparent something like that. My problem is EVERYTHING with ENB is transparent, that is horrible its like everything loses its meshes. I came from skyrim and I think I'm not bad at modding, I have 255 mods stable together at skyrim. I just wonder if I need to tweak something to get enbs compatible? I tried those transparency fix on Nexus none fixed. Can anyone help? http://http://i.imgur.com/opiLCjz.jpg http://http://i.imgur.com/WOBd1bY.jpg
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Hi all, I'm trying to create a cold room in my mod where the walls and shelves etc. are covered with a thin layer of frost. I found an IceShader01 under Miscellanious/Material Objects in the CK that can be used to cover statics with ice dynamically (through the Directional Material setting), but that is too solid for me, too much ice. I'm looking for something more subtle, I'd like the effect to be transparent so the original texture shows through. I played around with the .nif attached to IceShader01 and managed to change its texture to something more frosty, but try as I might I can't make the shader transparent. The alpha setting in BSLightingShaderProperty has no effect. I also tried adding a NiAlpha node and making the texture itself transparent. Is this an engine limitation or am I doing something wrong? The only other thing I can think of is to directly modify the wall textures instead of using a shader, but I have no idea how to make the frost sparkle that way.
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First of all I'd like to apologise if this has already been adressed somewhere and I've overlooked it. I've done some research, but I lack the experience to make sense of all the information I find. I'm working on a mod featuring an observatory/planetary. For this, I want the walls and ceiling transparent to make the impression that you're inside and not just standing on a rooftop looking up at the sky. It would be easy enough if I just wanted the walls transparent. But to make things difficult - I want the transparency to gradually increase so that the lower part of the wall is fully visible and the upper parts completely transparent. Is this possible to do with nifskope only, and in that case, how? Are there any guides or tutorials that can transfer to this particular problem? Or would I need to tweak alpha-channels in photoshop? In that case, I have loads of experience with it but would need help with the process after preparing the textures in photoshop. Is there another solution I'm not familiar with? Any help would be greatly appreciated.
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This only happens when I look north west and north east. I've uninstalled all of my mods to no avail. Any ideas?
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With SSAO enabled the sun will shine through mountains and I can see through walls within dungeons. Sometimes characters will turn transparent and go back. Almost everything is slightly transparent. Possibly some kind of layering issue where effects are overlayed onto things that aren't visible? Turning the SSAO off remedies almost all of these problems but I still noticed the sun's halo through a city wall with it disabled, but it was much less pronounced and the only problem. Some of the lighting effects seem to be missing as well, like the radiant sheets of light when you stare at the sun through some trees. I have searched the forum and the one similar problem someone had was resolved by updating their driver for their video card, but that hasn't helped me. I also verified that all the ini files have the correct modifications. I was wondering what might be left to troubleshoot. I did a fresh install of skyrim trying to fix this problem so I'm really out of ideas. It must be something with my computer if nobody else seems to have the same problem. I've tried different ENBs but I started with projectENB, it seems to have some extras with the "sweetFX" folder gtx 780 3gb w/ driver v. 326.41 (same problem with 3 other drivers) overclocked with evga precisionX
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I have made 2 new perks, but I am having trouble implementing the perk icons - Talon of Fear and Piercing Strike. I have a .png image for each perk, but cannot seem to convert either of these to a .dds texture without losing the background transparency. As such, the perk icons have a big black background which is very aesthetically displeasing. My method is: - Convert the perk_Action Boy.dds to a format that GIMP can open - Open Action Boy and desired perk icon with GIMP - Select Action Boy figure using Select By Color and delete - Select desired perk figure using same method and copy - Paste desired perk figure into Action Boy image I have tried this method with various different picture formats, including .bmp, .png and .tga. I have tested converting perk_Action Boy.dds to each format, doing nothing, saving under a different name, and then converting back again and it also loses its transparency, so it is likely to be an encoding problem. Can somebody explain how to successfully convert these images to .dds for Pip-Boy Perks? Specifically with reference to keeping the background transparency. ---EDIT--- Topic Closed, solved the problem by fiddling around with Alpha Channels
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I recently installed the Desert Succubus addon and when I started using it, I noticed that whenever I enter a building, my whole character becomes transparent and I must reload a save. The eyes where my eyeliner is from DK's Female Face Texture is also completely gone. I don't know if there is a conflict or something between Desert Succubus, BEWARE OF GIRL Type 3 Body, and DK's Female Face Textures, but I need help. Any would be appreciated.
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I know this is probably the 1,389,497th post you came across that has to do with texture issues. I assure you I did my share of search and tested various suggestions and tips to no avail -- and this can be perhaps my last attempt at resolving the issue before giving up. What I did - I created a custom mesh for Skyrim using the 'Creating an armor for Skyrim' tutorial on Nexus Wiki site. Everything works as intended. My problem - For the life of me, I just cannot seem to get the transparency on my mesh working. Step-by-step of how I created the texture: I opened the UV Map I created (within Blender) using Gimp. Added a layer with black background (with the UV map layer still under bottom). Added another layer on top of the black background layer for the actual texture (what is to be visible) parts. Merged all three layers before saving the file as DDS with DTX5 and 'Generate Minimaps' flag checked. Using the same DDS file, I proceeded to create the alpha map by selecting 'Colors' -> 'Color to alpha' in the Gimp menu. I set the alpha color to black (#000000). I selected the 'Wrap' flag and changed the value of 'Height source' to alpha. Also, tried various filters and scale value for the normal map. (I'd think these don't actually have anything to do with transparency, but I tried different settings anyway) Then I saved the file as '{Previous file name}_msn.dds' with the same settings (DTX5 & Generate minimaps). I did not forget to add the Alpha property in Nifskope, as laid out in the Nexus tutorial. So, despite following through the tutorial step-by-step, I couldn't get the transparency working as intended. For anyone who has time and interest to take part in my agony, you can take a look at my texture files to see if anything jumps out at you (I'd really appreciate it!). On a side note, I'd like to know if the Nexus tutorial is outdated and/or if the instruction for texture generation is still accurate. Any tips, thoughts, or help will be much appreciated.
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