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Magnitude of light falling on the mesh - problem


ZuTheSkunk
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(Moved into separate topic as Grond asked.)

While creating the mesh for madness battle axe and warhammer - obviously by using the parts of other meshes - I've used the parts of armor; shield and boots in particular. Theoretically everything works fine, but in practice I see some strange issue with magnitude of light falling on those parts. They have identical settings in Material Property like the parts of original weapons, and still I see this:

http://img709.imageshack.us/img709/8469/screen1se.jpg

http://img29.imageshack.us/img29/3175/screen2cba.jpg

I've encountered similar problem while trying to do something with statue from Kvatch - a bit charred one, according to the storyline. It's probably the same problem. How can I fix this?

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Normal maps of madness war axe and madness shield looks rather similar, so I don't think it's a problem of them. My guess is that there's some specific value in the mesh itself, that makes his base light magnitude higher or lower, unreachable from NifScope - or maybe reachable, but I don't know where it is? Changing values in Material Property doesn't help much here.

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Not sure what your actual problem is, but by the way your pictures look,

1. Do you have multiple light sources at work?

2. Do you use a "drop light torches mod"?

3. How many meshes do you have loading? ;Check

4. If you have multiple meshes loading, the result is usually after more than one light source is lit(Ex. Torch)

The mesh will turn black(ish)

;5. What is your load order?...

To prove this: make a place where you will place the mesh. Next make another (duplicate same nif)mesh beside it:Label it so...(or just know) Then Place 4-100 extra meshes in the same pos on it. Start game, light torches,etc.

;If this doesn't work, then, I would guess it is problems with the mesh itself or normals. But multiple meshes will produce the same "Black results" This sometimes is the result of merging a mod(multiple? times) and not realizing you did so.(records that were missed)

;Open the mesh in blender...Open object(s)...Delete duplicate verticies on each object. Export. Don't Pyffi just yet. Test exported mesh in-game... Exitgame... Make a copy of the nif... PyFFI the nif... Replace and test again with the Pyffi'ed nif. If No Problems, Proceed as normal.

;Also while in blender check how many objects there are supposed to be...

10Meshes.jpg

Edited by Metallicow
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  • 1 year later...

That looks like a smoothing group problem, oblivion is famous for them when you look at them in a modeling program, the shading error near the blade is probably caused by a single smoothing group applied to polygons facing in opposing directions without supporting edges. The shading error near the middle of the head could be caused a cluster of long triangles welded into a single vertex.

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