Hulking Fabricant Bug.

Post » Sun Mar 21, 2010 12:51 am

I've found that for some unusual reason, the Hulking Fabricants in-game have some http://img265.imageshack.us/img265/4901/fabribug.png texture problems, even though the textures are vanilla and no mods seem to be affecting them. I posted this here in the hopes of seeing if anyone knows about this, and if there's a way I can resolve through a mod. (This thread can be moved if the mods feel it's in the wrong place)
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Cesar Gomez
 
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Post » Sun Mar 21, 2010 5:23 am

I don't see anything wrong with it.
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Everardo Montano
 
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Post » Sat Mar 20, 2010 9:00 pm

It's um...Purple. http://www.imperial-library.info/bestiaries/tribunal_large_fabricanthulking-1.jpg is what it should look like, I guess.
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Ricky Meehan
 
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Post » Sat Mar 20, 2010 5:55 pm

Looks like a lighting issue rather than a texture one (and not
really an issue, perse, but perhaps how the .nif of the fabricant's
properties are set up that cause that effect in other in-game light
settings).

Perhaps, Perhaps, Perhaps...
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Taylor Tifany
 
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Post » Sun Mar 21, 2010 6:02 am

That's what I'm guessing. Is there anything I could do in the nif. to change this?
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Stryke Force
 
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Post » Sun Mar 21, 2010 1:36 am

Bump.
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Sheila Reyes
 
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Post » Sat Mar 20, 2010 2:28 pm

That's what I'm guessing. Is there anything I could do in the nif. to change this?

Okay, I never really got an answer to this.
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Annika Marziniak
 
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Post » Sat Mar 20, 2010 2:54 pm

Okay, I never really got an answer to this.

Out of curiosity, try http://www.mediafire.com/?iztnqjy0nzj. Put it in the Meshes\r folder and see what happens. I took a look at the mesh in Nifskope, it had some unusual material properties settings.... Admittedly, I know very little about what they do in-game, but it is possible it relates to lighting? I dunno. I just set everything to what most TESIII meshes have their material properties set to. Let me know how it turns out. No promises it will fix the problem, though.

EDIT; Also, I have no idea if the process I did needs to be applied to the xfabricant_hulking.nif and the xfabricant_hulking.kf. Whatever those are....

EDIT2: all I did was change the all material settings so that the top two triangles are set completely to white, and the bottom two completely to black.
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jaideep singh
 
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Post » Sat Mar 20, 2010 8:08 pm

Unfortunately, Mediafire isn't working for some idiotic reason, so I can't check to see if it worked :( Thank you so much for helping though, I'm extremely grateful.
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josh evans
 
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Post » Sat Mar 20, 2010 3:00 pm

https://www.yousendit.com/download/OHo1SlI1TlFveFB2Wmc9PQ link, good for 7 days / 100 downloads.
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Jarrett Willis
 
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Post » Sun Mar 21, 2010 2:07 am

Thanks guys! I'll check if it's working right now.
EDIT: There seems to be a difference, but the Fabricant is still somewhat dark. Could someone post a screenshot of a Hulking Fabricant from their game so that I can compare, and see if there even is a problem?
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Daramis McGee
 
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Post » Sat Mar 20, 2010 9:44 pm

https://www.yousendit.com/download/OHo1SlI1TlFveFB2Wmc9PQ link, good for 7 days / 100 downloads.

Is that what I uploaded?

Anyway, ALL the meshes in TB and BM have the Specular Color set to completely white (in regular TESIII, it is black). I've been going through and changing this to Black, and all the vertex color is now visible. I have no idea what the Material Properties do in-game, other than that some settings make the mesh look ugly/obscure textures. Should I continue with my work (hooray for being anol retentive and obsessive compulsive about meshes)? Do you think there will be a noticeable difference? Should I remove vertex coloring or leave it be?

Seriously, I'm 1/3 through Meshes\i (started at Meshes\a) of the Tribunal .bsa. I could do this all day... :user:
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Leanne Molloy
 
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Post » Sun Mar 21, 2010 4:24 am

That's weird, Hulking Fabricants have always been purplish in my morrowind game. Ever since I first started playing the GOTY edition.
I mean, literally, always.

I'm certain they're supposed to be purple. If not, it's quite odd how besides the OP, I'm the only one with the bug.
OKay, USEP says I am wrong, but darn it, they've always been purple for me, and I have never had a mod that changed their skin color.
I'll go add that one file and see if that changes them back to being ugly. :)
Okay, I added that file and they are still purple in all light. Maybe it's because I have a lot of nighteye? I don't know.
All I know is they don't look at all like they do on USEP.
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adame
 
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Post » Sat Mar 20, 2010 2:22 pm

Is that what I uploaded?
Yep, I downloaded the NIF from your link, ZIPped it and uploaded it
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Thomas LEON
 
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Post » Sat Mar 20, 2010 10:47 pm





I always set the Material Properties in the meshes that I use to white (save for the Emissive which is black unless I want something to glow without a specific glow map); I then set the glossiness to 10 (and that tends to show any vertex colouring and allowing to proper response to ingame lighting conditions). Otherwise, the more black in the other properties then the darker they become regardless (and, as you said, obscure the texture work).

:)
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ANaIs GRelot
 
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Post » Sat Mar 20, 2010 10:00 pm

Is that what I uploaded?

Anyway, ALL the meshes in TB and BM have the Specular Color set to completely white (in regular TESIII, it is black). I've been going through and changing this to Black, and all the vertex color is now visible. I have no idea what the Material Properties do in-game, other than that some settings make the mesh look ugly/obscure textures. Should I continue with my work (hooray for being anol retentive and obsessive compulsive about meshes)? Do you think there will be a noticeable difference? Should I remove vertex coloring or leave it be?

Seriously, I'm 1/3 through Meshes\i (started at Meshes\a) of the Tribunal .bsa. I could do this all day... :user:

Well, everything else I've encountered in TB and BM are okay, it's just the Hulking Fabricants. Don't let that stop you though, I'd be interested in testing this out and seeing a difference.
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Stephanie I
 
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Post » Sat Mar 20, 2010 9:48 pm

I could do this all day...


What a cool attitude to have. :)

I'll be following this thread for awhile, cuz this makes me curious. Could turn out to be very informative.
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leigh stewart
 
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Post » Sat Mar 20, 2010 11:45 pm

Does this occur in all lighting conditions? MCP does affect lighting somewhat, when used with lighting mods. Try turning off Increase light falloff.
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cosmo valerga
 
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Post » Sat Mar 20, 2010 9:07 pm

Hmmm, now do you mention it, it does occur based on Lighting. I'm using the Lights 300 mod if that makes any difference.. Of course, even in the lightest areas the Hulking Fabricant is still unusually dark.
I'll test and see what happens.
EDIT: Nope, no difference.
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Dalia
 
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Post » Sat Mar 20, 2010 3:30 pm

As I said before, it seems to happen for me, in all lighting zones.
Regardless of where it is, every time I see a Hulking Fabricant, it's purple.

I don't think it's a night eye thing, because not everyone has a constant effect night eye. :)
I also never had increase light falloff on ever, so it's not that for me, Hrnch.

This is strange, I mean, if someone told me Hulking Fabricants aren't supposed to be purple years ago, I would have been surprised. But I'm not really joking there, it's been years since I installed Morrowind GOTY and on two different computers, Hulking Fabricants are purple.
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Nick Jase Mason
 
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Post » Sat Mar 20, 2010 4:44 pm

Plain and Simple; Something is off with the Hulking Fabricant mesh. Let's hope that someone can figure this out, Hulking Fabricants are cool :(
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Rhi Edwards
 
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Post » Sun Mar 21, 2010 2:22 am

EDIT; Also, I have no idea if the process I did needs to be applied to the xfabricant_hulking.nif and the xfabricant_hulking.kf. Whatever those are....

Those should be the animation files for the creature and can be ignored I think.
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Lewis Morel
 
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Post » Sat Mar 20, 2010 9:00 pm

x.kf is the animation file, x.nif is the mesh/skeleton which the animation is attached to in game.
If you want to make visible changes to a creature, edit the x.nif. Editing the .nif will have no effect.
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Anna Kyselova
 
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Post » Sat Mar 20, 2010 6:51 pm

x.kf is the animation file, x.nif is the mesh/skeleton which the animation is attached to in game.
If you want to make visible changes to a creature, edit the x.nif. Editing the .nif will have no effect.

Ah, thank you for explaining that to me! I've gone and edited the Nif (smaller file size 'cause I optimized it for combined properties). http://www.mediafire.com/?mzetmhyzcjw. Let me know if this has an effect.

It's also possible that there is some strange property of the mesh I can't edit/access/see in Nifskope - either because of the program's limitations or my own ignorance - that would affect the mesh in-game.

@Westly: thanks for the tips. :) If Specular color is set to white, does it obscure/hide vector colors? It appears to do so (bleaches out vector colors) in Nifskope, but I don't know if that is true for in-game rendering as well.
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Jesus Duran
 
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Post » Sun Mar 21, 2010 5:49 am

Great news, it's working! My Fabricants are as they should be! Thanks so much Alaisiagae! You've really helped us with this. :)
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Emily Jeffs
 
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