Has anyone fixed 32.nif for WindowsGlow?

Post » Sun Feb 20, 2011 5:11 pm

I downloaded WindowsGlow 2.2 by Max aka. NOBODY. However, there is a problem with 32.nif, the tavern in Pelegaid. All of the lower wood beams aren't texturing properly. I looked at the NIF (in NIFskope) and it appears to have a texture for them. I even tried changing the texture to something else that already appears on the building. The color of the beams changed to match the new texture, but they still weren't textured properly.

Has anyone fixed this, or is anyone able to tell me why the game isn't rendering the texture properly?
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Darren
 
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Post » Sun Feb 20, 2011 11:45 pm

I downloaded WindowsGlow 2.2 by Max aka. NOBODY. However, there is a problem with 32.nif, the tavern in Pelegaid. All of the lower wood beams aren't texturing properly. I looked at the NIF (in NIFskope) and it appears to have a texture for them. I even tried changing the texture to something else that already appears on the building. The color of the beams changed to match the new texture, but they still weren't textured properly.

Has anyone fixed this, or is anyone able to tell me why the game isn't rendering the texture properly?

The UV mapping is hosed for the wood trim areas on that version of 32.nif. To fix this do the following:
* open 'x\ex_common_tavern_01.nif' in NifSkope
* select the NiTriShapeData (5) associated with the NiTriShape node (1) that contains 'Tx_wood_brown_posts_02.dds' NiSourceTexture (3); right-click NiTriShapeData (5) and choose Block > Copy
* File >> New Window
* in the new NifSkope window, open '32.nif'
* select the same NiTriShapeData (21) branch, right-click and choose Block >> Paste Over
* save as '32.nif' (you might want to save in a new folder).
That will restore the correct UV mapping for the wood trim areas.

The old version of 32.nif from a previous version of Windows Glow also has the correct UV mapping, but that version doesn't have the flickering window lights at night which was added with v2.2.

I've done a similar fix for this myself, one that uses the UV mapping from old version of 32.nif and retains the flickering window lights - if you can't get it to work, I might be persuaded to make my fixed mesh available. :whistle:
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Emilie Joseph
 
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Post » Sun Feb 20, 2011 8:17 pm

I might be persuaded to make my fixed mesh available. :whistle:

:poke: Not all of us are NifSkope wizards! Pretty please release? :sad:

EDIT: I know Max still visits the forums, I've seen him in Community Discussion, so if you have permissions questions, you'll likely get a response sooner rather than later. :)
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Alina loves Alexandra
 
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Post » Sun Feb 20, 2011 8:48 pm

Nice one, tetchy. Worked a treat! :thumbsup:
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Eduardo Rosas
 
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Post » Mon Feb 21, 2011 7:04 am

Good ol' copy/paste :foodndrink: .
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Jamie Lee
 
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Post » Sun Feb 20, 2011 3:11 pm

@techty

Thanks for such detailed instructions. Even a NifSkope newb like me was able to follow it. It worked great.

For anyone else that that wants to try it, when he says to "open 'x\ex_common_tavern_01.nif' in NifSkope', he means you need to open the original mesh that came with Morrowind. You'll need to unpack your Morrowind BSA to get the file. Max's 32.nif is based on that original mesh. You are just copying the good information from the original mesh and overwriting the bad information in Max's mesh.

FYI, I'm working on a personal version of the mod. I'm going to see if I can make it so you can't actually see the game engine enumerating the objects in the NIF as it draws them. I'm going to see if it is possible to have each NIF start at a different point in the animation so all of the windows don't flicker at the same time (or in sequence). I'm also going to see about altering it so all the windows aren't the same brightness.
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Peetay
 
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Post » Mon Feb 21, 2011 4:47 am

@techty

Thanks for such detailed instructions. Even a NifSkope newb like me was able to follow it. It worked great.

For anyone else that that wants to try it, when he says to "open 'x\ex_common_tavern_01.nif' in NifSkope', he means you need to open the original mesh that came with Morrowind. You'll need to unpack your Morrowind BSA to get the file. Max's 32.nif is based on that original mesh. You are just copying the good information from the original mesh and overwriting the bad information in Max's mesh.

FYI, I'm working on a personal version of the mod. I'm going to see if I can make it so you can't actually see the game engine enumerating the objects in the NIF as it draws them. I'm going to see if it is possible to have each NIF start at a different point in the animation so all of the windows don't flicker at the same time (or in sequence). I'm also going to see about altering it so all the windows aren't the same brightness.


That is an incredible idea, please keep us informed on how the work progresses.
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jaideep singh
 
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Post » Sun Feb 20, 2011 7:22 pm

Thanks for pointing this out. I saw this as well, but sometimes the textures have been all right (maybe due to different lightings, MGE HDR shading, whatever), so I just associated it with memory issues rather than with a mod.
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Damien Mulvenna
 
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Post » Mon Feb 21, 2011 1:54 am

Thanks for pointing this out. I saw this as well, but sometimes the textures have been all right (maybe due to different lightings, MGE HDR shading, whatever), so I just associated it with memory issues rather than with a mod.

Windows Glow places two versions of each building and disables them in turn depending on the time of day - at night the Windows Glow mesh is used, at daytime the stock MW mesh is used (the object id is modified and a script attached to toggle the building enabled or disabled).

Without the fix imperial taverns will appear to have the correct textures during the daytime because the stock mesh has the correct UV mapping, but will have the munged textures at night since the bugged 32.nif has serious UV issues.

Has nothing to do with MGE, HDR, shaders or lighting.
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Soph
 
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Post » Mon Feb 21, 2011 5:09 am

Here is another fix for those of you that are making them. The upstairs windows in the tavern nif don't light up as bright as all of the other windows in the mod. That is because the NiVertexColorProperty was left off of them.

To fix this, you can do the following:
  • Open WGlow\31.nif in NifSkope.
  • Expand NiNode (0) > NiBSAnimationNode (32) > NiTriShape (35).
  • Right-click on NiVertexColorProperty (36) and select Block > Copy.
  • Open WGlow\32.nif in the same copy of NifSkope.
  • Expand NiNode (0) > NiBSAnimationNode (55).
  • Right-click on NiTriShape (58) and select Block > Paste.
  • Repeat the last step for each NiTriShape element under the remaining NiBSAnimation elements.
  • Save the nif.

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Sista Sila
 
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Post » Sun Feb 20, 2011 6:12 pm

Nice one, thanks Silverglade :thumbsup:
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glot
 
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Post » Sun Feb 20, 2011 11:46 pm

Thanks for the informative thread! I also had this problem, but as I also wanted to get rid of the flickering, I found the older version of http://www.freewebs.com/nvault/othermods.htm mentioned by tetchy, and that fixed up everything, I think.

Someone ought to upload that fixed .nif to PES. I don't think the missing wood texture problem was an easy one to figure out that the cause was Windows Glow.
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Dragonz Dancer
 
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Post » Sun Feb 20, 2011 6:14 pm


Someone ought to upload that fixed .nif to PES. I don't think the missing wood texture problem was an easy one to figure out that the cause was Windows Glow.
Just done that after my memory was prodded in another thread. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8754
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Kelli Wolfe
 
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Post » Mon Feb 21, 2011 8:20 am

Just done that after my memory was prodded in another thread. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8754

Nice work. :thumbsup:
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Catharine Krupinski
 
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