looked at the nif. everything looks good- remove sf_shadow_frustum from the shaders- according to saiden it has to do with alpha edge blending or something. :shrug:
I would remove the nistencilproperty. It shouldnt have anything to do with the impact decals.
specularproperty Is it needed for anything?
the only thing that I could see that I might try would be in the change DEACTIVATOR_NEVER to DEACTIVATOR_SPACIAL in the ridgedbody block.
tbh I doubt aby of those are it. But its worth a try. Not much help I'm afraid< though it could be something wrong with the collision mesh before export. but there's no way for me to help you if that's the case.
I'll try this out and see how it goes.
when you are trying to save as a dxt5- which is what I'd do with that particular texture, you have an alpha channel, but haven't flatten the layers, you will get that error. Flatten layers before export.
< but don't save the flattened image over the psd, you never know if you will need it again, keep vast archives of raw psds. I go so far as keeping notes of colors of materials, particular lighting setups for baking, materials, color swatches for projects, I've wished I had kept wip files so many times I try to keep myself organised. however I have about 30gigs of dev files every 4months or something...
This seemed to work. Since there was only one layer I didn't think to flatten the image. Thanks!
you have to add a nialphaproperty to any trishape/strip you want to enable alpha textures on.
Can you provide more details?
Also to give you an idea of what you've helped us do!!
http://fallout3mod.com/resources/ShadySands/F3MSSClose.jpg