Using hair shaders on equipment?

Post » Sat Feb 19, 2011 3:43 am

Long story short, I want to make equippable wigs that look identical to real hair. I'm pretty sure that I can color the wig using NifSE to edit the nif's material diffuse color, so all that's left is applying that shine effect. You know, how real hair looks shiny and pleasant in-game, but mod-added wigs always look completely flat and shineless?

I've got OBSE 20 beta 5, and NifSE beta 5, and I wouldn't be against using other plugins like OBGE if I have to. So, in summary, how can I apply that shine effect to an equippable mesh?


ps. while I'm at it, would it be possible to apply Havok physics (chain-like constraints) to an equippable mesh?
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Eire Charlotta
 
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Post » Fri Feb 18, 2011 6:45 pm

What would the purpose be?
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Sudah mati ini Keparat
 
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Post » Sat Feb 19, 2011 3:20 am

I was under the impression that specular highlights were performed on all meshes with normal maps. Does this not apply to your wigs ?

ps. while I'm at it, would it be possible to apply Havok physics (chain-like constraints) to an equippable mesh?
Dunno but I've seen robes (world) meshes having hinge constrains in them.
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CxvIII
 
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Post » Sat Feb 19, 2011 1:52 am

I was under the impression that specular highlights were performed on all meshes with normal maps. Does this not apply to your wigs ?

In theory yes, but if you take a closer look at a player's hair, and compare it to an equippable wig, the hair version has a shine to it that the wig does not, despite the two using identical textures. Unless I'm mistaken, this is the doing of the hair shader.

Dunno but I've seen robes (world) meshes having hinge constrains in them.

Could you please give a link to where you saw this? I would love to take a look at it.

...Or, wait, you mean ground art. No, I'm talking about the equipped mesh.
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 4:24 am

IIRC the hair shader can be applied to something other than character hair via material name. But it doesn't get passed info for color, and doesn't render properly.
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^~LIL B0NE5~^
 
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Post » Fri Feb 18, 2011 11:59 pm

ps. while I'm at it, would it be possible to apply Havok physics (chain-like constraints) to an equippable mesh?

No. Havok physics is disabled on live actors, They are completely controlled by the animations being played.

afaik Skyrim actors will get Havok Behavior profiles though... check the havok website for havok behaviour. But not in oblivion.
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Jason White
 
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Post » Sat Feb 19, 2011 2:43 am

IIRC the hair shader can be applied to something other than character hair via material name. But it doesn't get passed info for color, and doesn't render properly.



Ah, this is what I'm looking for. Would it be possible to use OBSE and/or NifSE to make it render properly?
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Matthew Warren
 
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