[REQ] Quick mesh modification

Post » Sun May 27, 2012 5:05 am

I need separate windows for my mod http://steamcommunity.com/sharedfiles/filedetails/?id=21134

So what I did was remove everything around a vanilla interior window in Nifscope, leaving me with the perfect window, with only a bit of extra collision where the wall used to be and that causes no problems.

However, the interior windows are set to glow a distinct blue and when used as an exterior window, they stand out like a sore thumb.

http://i110.photobucket.com/albums/n99/Shezrie/ScreenShot256.jpg

So, I tried to modify an exterior building mesh to get a window, but that really doesn't work. For one thing I am left with many windows, massive collision etc... When I removed all collision things acted 'wiggy'.

I thought I would check out the textures used on an interior Whiterun window and an exterior Whiterun window, maybe a texture swap would make my window act like a exterior window....but all the textures are the same for all windows. So that leaves me wondering where the blue glow on the interior windows comes from.

So, I wondered if someone had a moment to please take a look at my window mesh and if possible adjust it so that it acts like an exterior window, with no blue glow. I just need to fix this last issue and I can release my Whiterun version of the mod, and I am going to run into the same problem doing Riften, which is next on my list to do, so I need to find a solution or there is no way to do Riften.

The mesh is located http://www.4shared.com/archive/nZVQNaR1/winmesh.html

If someone with the know how could please do this, it would seriously help me out.
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Steven Nicholson
 
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Post » Sat May 26, 2012 9:51 pm

This I get when trying to download: "You should Sign Up or Login to download this file."


Anyway, just check blocks in BSLightingShaderProperty for you mesh - search for Emissive Color there, it has blue bright hue set for interior windows, change it to white... and in BSShaderTextureSet delete cubemap and _em.dds, and in Shader Flags 1 uncheck SLSF1_Environment_Mapping

or (if I missed something above) the easiest way is just to delete the whole BSLightingShaderProperty sub-branch and copy/paste/assign such branch from original exterior windows to your window...
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Katey Meyer
 
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Post » Sat May 26, 2012 5:11 pm

Thanks for the help, I really appreciate it. I tried to follow the instructions through, but unfortunately I can't find the Emissive Color in the BSLightingShaderProperty. The mesh I am using is 'wrintwallstr01wina.nif'

My knowledge of Nifscope is pretty limited...I tried removing the branch and copy/pasting in from an exterior building mesh, but I couldn't seem to get that working. After a good hour of trying I am afraid that I am at a bit of a loss. :blush:
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Kevin S
 
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Post » Sun May 27, 2012 2:21 am

First make your life easier and make sure you have two windows in NifSkope open - Block List (F2) and Block Details (F3). Then in main menu View -> Block List -> enable Show Blocks in Tree.

Then open the mesh with your window, left click on it in render view -> its NiTriShape branch should be highlighted in Block List -> expand it, then right click on BSLightingShaderProperty branch -> from menu Block -> Remove Branch.

Open mesh with original house/window -> do the same as above but instead of removing choose Block -> Copy Branch.

Switch to your mesh and right click anywhere on the white in Block List -> from menu Block -> Paste Branch or Paste at End (doesn't matter which one).
Then highlight NiTriShape branch with your window mesh, and in Block Details window this time expand Properties entry (it's last on the list). Double click first none value and type the number of BSLightingShaderProperty branch you pasted from original window. Save it, check in game.
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Daramis McGee
 
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Post » Sat May 26, 2012 6:58 pm

Followed it through and checked ingame and unfortunately the windows are now glowing bright white, instead of blue.
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Sammie LM
 
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Post » Sat May 26, 2012 9:38 pm

I investigated this a bit, and it works. Though the behavior of the windows (their reflections) is not controlled only in nifs. Even while you drag and drop any nif with any original house to the CK, and put it in game, its windows will glow very brightly.

So what you should do is to double click your window in render area in CK to display Reference properties window, then navigate to Emittance tab, and assign proper Interior or Exterior light template there (for exterior windows in Whiterun it's FXLightRegionInvertWindowWhiterun).
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Ryan Lutz
 
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Post » Sun May 27, 2012 1:08 am

Fantastic! It works perfectly now, thank you SO much for your help, I really appreciate it! I can finally get this released now. :smile:
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brandon frier
 
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