Whacky Nif colours on export

Post » Tue May 08, 2012 6:53 am

Hi all. Been converting some meshes for a mod im working on and ive been getting some pretty undesired effects.

http://dl.dropbox.com/u/22925394/Morrowind/Nif%20problems/TES%20Construction%20Set%202012-01-24%2015-23-43-90.jpg http://dl.dropbox.com/u/22925394/Morrowind/Nif%20problems/TES%20Construction%20Set%202012-01-24%2015-23-32-34.jpg, http://dl.dropbox.com/u/22925394/Morrowind/Nif%20problems/NifSkope%202012-01-24%2015-13-09-96.jpg

As you can see, its not ideal. AS far as i can tell its nothing to do with vertex colouring. Also, the colour varys as the camera is rotated. I can apply textures to the affected mesh fine. But it has the strange colour overlay.

Thought it might have been MAX specific but i get the same issue using blender.

Anyone know what causes it or how to fix it? Any suggestions or ideas would be greatly appreciated.

Cheers,
SGM
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Bitter End
 
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Post » Mon May 07, 2012 7:04 pm

Check what kind of textures it has and if all those textures are present under correct path. The overlay thingy is most likely some environmental map, gloss map etc. would make sense for the windows. The first screen just looks like the model is missing a TextureProperty for some parts of the model. Unfold the nifs tree in nifskope, should be easy to figure out then.

Got any error messages when loading the .esp?
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Gracie Dugdale
 
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Post » Mon May 07, 2012 10:23 pm

Awesome, cheers man. I found under the "NiTriShapeData" a section called "Has Vertex Colors" changing that to No gets rid of the bizarre colours. But then i have no vertex colours. Obviously to me now though, I can click on the next section under and manually change the vertex colours individually. I find it a bit strange however that the colours change based on my camera angle.

Anyway, cheers for your help
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Sammykins
 
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Post » Mon May 07, 2012 7:36 pm

That looks like you have a different material for each window with wacky diffuse/ambient colours, and bad normals which mean it goes from full diffuse on one side to full ambient as the light rotates. You should fix the normals for the window polys first.
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Chris Guerin
 
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Post » Mon May 07, 2012 8:55 pm

Either there is some kind of envy map or it is caused by the material. Try to set the material back to default in nifskope. Vertex colors usually are static colors, that don't react to changing camera angle.
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Mark Hepworth
 
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