Invisble clothes while underwater or invisable?

Post » Sun Apr 18, 2010 4:18 am

Before:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/ScreenShot0.jpg

After:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/ScreenShot1.jpg
http://i996.photobucket.com/albums/af83/Sf_Grimmer/ScreenShot2.jpg

What's this about, is there a fix for it? I've noticed this happening with almost all clothing/armor mods. :/
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Far'ed K.G.h.m
 
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Post » Sun Apr 18, 2010 1:43 pm

That's a limitation of the Morrowind game engine where alpha channels overlap.

Most modded clothing uses alpha channels, especially when the designer wants parts of the underlying body or other clothing to show (e.g. transparent parts of clothes, holes in clothing, etc). Invisibility is achieved by using alpha channel transparency over the entire player model, and similarly the water plane uses an alpha channel to allow you to see below/above the water surface. Viewing your player in 3rd person across overlapping alpha channels causes the layer closest to the camera to override, so in these cases the full transparency has precedence.

The only way to avoid it is to use clothing without alpha channels - in most cases that would be the stock clothing.
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Suzy Santana
 
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Post » Sun Apr 18, 2010 8:53 am

What mod are you using ?
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Riky Carrasco
 
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Post » Sun Apr 18, 2010 3:55 am

In this case you can fix the issue by editing the robe NIF in NifSkope. Change all the NiAlphaProperties to use alpha test, alpha greater than 128, and turn off alpha blending at the top. Turn on No Sorter. It should look about the same while working underwater.
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Vahpie
 
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Post » Sun Apr 18, 2010 4:31 am

In this case you can fix the issue by editing the robe NIF in NifSkope. Change all the NiAlphaProperties to use alpha test, alpha greater than 128, and turn off alpha blending at the top. Turn on No Sorter. It should look about the same while working underwater.
Thanks, that worked! :foodndrink:
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gandalf
 
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Post » Sun Apr 18, 2010 8:04 am

Thanks, Hrnchamd!
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T. tacks Rims
 
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Post » Sun Apr 18, 2010 3:39 am

What mod are you using ?


A mixture between Standard Skeleton Race and Bags O'Bones. ;]


In this case you can fix the issue by editing the robe NIF in NifSkope. Change all the NiAlphaProperties to use alpha test, alpha greater than 128, and turn off alpha blending at the top. Turn on No Sorter. It should look about the same while working underwater.


I'm going to try the NifScope fix right now, hope i can get it to work.
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Alexis Acevedo
 
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Post » Sun Apr 18, 2010 5:18 am

I checked this far in the directory and couldn't find any preexisting NiAlphaProperties:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/1.png

Here I tried making my own from the 0 NiNode and applying the said settings except for the alpha test which didn't seem to be listed:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/2.png
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josh evans
 
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Post » Sun Apr 18, 2010 6:47 pm

I checked this far in the directory and couldn't find any preexisting NiAlphaProperties:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/1.png

Here I tried making my own from the 0 NiNode and applying the said settings except for the alpha test which didn't seem to be listed:
http://i996.photobucket.com/albums/af83/Sf_Grimmer/2.png



Make sure that you have both the Block List and Block Details enabled. Then, change your view from Hierarchy to List. Then you should see all pertinent info regarding not just alpha properties but all the other properties as well :nod: .
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ezra
 
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Post » Sun Apr 18, 2010 8:08 am

Make sure that you have both the Block List and Block Details enabled. Then, change your view from Hierarchy to List. Then you should see all pertinent info regarding not just alpha properties but all the other properties as well :nod: .


That seemed to help quite a bit, so I'd want to edit 143 for example like this?
http://i996.photobucket.com/albums/af83/Sf_Grimmer/3.png

edit

It worked perfectly! Although not completely, it still turns invisible when I use something like chameleon. :/
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cheryl wright
 
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Post » Sun Apr 18, 2010 12:26 pm

Maybe chameleon alpha is a bit more transparent. Try with the alpha threshold at 192?
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Melly Angelic
 
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Post » Sun Apr 18, 2010 12:23 pm

Maybe chameleon alpha is a bit more transparent. Try with the alpha threshold at 192?


Nope, no change. :/
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Damien Mulvenna
 
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Post » Sun Apr 18, 2010 1:45 pm

I just checked and it depends on how strong your chameleon is. At 100% chameleon it's 0.25 alpha, so try threshold at 63. It might work.
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Sophh
 
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Post » Sun Apr 18, 2010 1:55 pm

I just checked and it depends on how strong your chameleon is. At 100% chameleon it's 0.25 alpha, so try threshold at 63. It might work.


I did chameleon 80% at the threshold value of 63 which made the clothes invisible proof.
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Batricia Alele
 
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Post » Sun Apr 18, 2010 6:37 pm

You have to add NiAlphaProperty node to a correct mesh node (NiTriShape). Check this (near the bottom):
http://niftools.sourceforge.net/wiki/NifSkope/Change_texture

I must admit that your situation is really odd: I can understand that there can be problems with alpha channel rendering under water, but why this mistake persists when an actor is already on the ground. I have never observed such “effects”.
Just curious: are you using MGE?

:)
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Tanya Parra
 
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Post » Sun Apr 18, 2010 8:32 am

You have to add NiAlphaProperty node to a correct mesh node (NiTriShape). Check this (near the bottom):
http://niftools.sourceforge.net/wiki/NifSkope/Change_texture

I must admit that your situation is really odd: I can understand that there can be problems with alpha channel rendering under water, but why this mistake persists when an actor is already on the ground. I have never observed such “effects”.
Just curious: are you using MGE?

:)


I have MGE disabled so it shouldn't effect the game in any way. It may be the way the mod creator put it together possibly. I'll check out that tutorial later, thanks. ;]
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Setal Vara
 
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