I only Dled the nif, excuse me I have dial up. But your mesh looks fine mostly.
I would update tangent space in nifskope. Open the nif in nifskope at the top Spells>batch>update all tangent space
the other thing to try is "face normals" for each tristrip in nifskope. Right click each nitristrip mesh> face normals. Just to see what it looks like, I think it'll be nicer, but thats me, not always neccessry to face normals in nifskope. It will also show up problems like inverted face normals, but you mesh looks free of that. and will often cure certain oddly lit faces.In your mesh the face normals are still not perpendicular to the faces though, so doing that will make the mesh look a bit different.
does the normal map ok?
I think the normal map is okay, it looks good enough.
I have tried both things you suggested, but neither of them worked it seems.
I have also tried to delete the normal maps, just to see if that would make a difference. Still, nothing happens. I'm kinda stuck.
Edit:
It's an unqualified guess, but I'm 100% sure that there's something wrong with the maps.
I just tried making a new model, a simple box, I applied some completely different texture to it, it works perfectly.
I tried to apply the same texture to the model I'm working on, and it work's perfectly. So I'm 100% sure that there's something wrong with the textures I have to use, because every other texture works and looks perfect.
Also, my own homemade textures doesn't work either. If I create a new texture I experience the problem I'm dealing with right now.
Do you guys know some really good and broad tutorial on DDS files for Oblivion?
Either that or could someone else test out those textures as well? see if it works for them? I know the brickpath texture works, but the wall-top-shadows map doesn't.
So the normal map has alpha channel? Because it looks like it wouldnt have -> thus it's darker than it should be. Or it has alpha and it's done wrong way around (ie black when it should be white)
I had same problem when I tried my hand at modelling.
The
darker one was before I noticed I didnt have alpha channel and the
brighter one is when I fixed it.
Maybe, I don't now whether or not the normal map has alpha.
I'll try making some new ones then, I hope this works, I'm getting sick of all these problems I encounter, still it's valuable experience.
edit:
ARRRRGH! ZOMG!
YES!
Problem solved!
You know how sometimes the solution is so simple that you never notice? That's just it!
The original texture was named: Wall_shadows_top.dds
I simply renamed it to WallShadowsTop.dds
And then it worked!
Good thing there's no sound on these boards because I am still yelling and crushing my skull against the wall, now there's a big bloody hole in it.
I'm a very happy man
The same thing happened to me when I was doing texturing. I didn't figure it out on my own, though. RW came in and told me what was afoot, and that solved everything.
I really like the shadow detail on everything, at least when it's all working. Good stuff.
Wow, that looks very nice, I am loving the work on this.
And this thread just tried to give me a virus, something is going on in these forums.
still too shiny imho. try saving the dds in a format that dosent have the alpha chanel at all to make it really look like stone. the IC has that large white spot, yes, but it dosent reflect the light all over.
other then that, these are looking amazing
yeah you're right it's waaay too shiny, I checked the model one more time, I dunno why it is so shiny, but the dds files do not have alpha enabled...