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Scoping help again: Alpha Channels

Started by daglob, March 23, 2015, 06:24:59 PM

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Cyber Burn

Quote from: SickAlice on May 09, 2015, 07:47:40 PM
2.) After a bit of research I noticed nearly if not all  :ffvstr: nifs utilize Stencil masks. When you make a nif in Blender for  :ffvstr: it also automatically attaches them to the models. I didn't know what these were for. Now that I experimented with them a bit I know they serve two purposes (I'm not clear on what specifically the values mean though), one is they get rid of the white issue on objects that are making use of an alpha chanel, the other is the get rid of the problem that occurs when the back faces are visible (white out here as well). In a nutshell the game engine uses the texture and it's alpha as a stencil and redraws all faces accordingly. To add a stencil mask in Nifskope right click directly on the 3d model (Editable_mesh, Polymesh, so forth). Select Attach Property > NiStencilProperty. In the Block Details view of the new NiStencilProperty you'll see a long string of numbers (4294967295) in the Stencil Mask column. Highlight that number and change it zero otherwise it will make your texture real dark and screwy looking. Then go to the bottom value named Draw Mode and change the value from 0 to 3 if it isn't already. I'm not sure again what that value does but I assume it enables the stencil mode as that's the result I see. I only thought to bring this up as I said Irrational uses these especially in the case of things that use alpha channels to make a shape so I think it's probable that we are supposed to as well, noting that the mentioned mesh probably does not have stencil masks on it's alpha parts. Naturally as well you shouldn't have to bother giving the property to the body. You should do this though in the case your going to cut off part of the body using an alpha channel (my Sue Storms Swimsuit skin is a good example. I didn't add a stencil so when you look in the cut out parts everything whites out). Hope this helps.

Quick question: With me being a very Visual Learner, would someone be willing to put this into a Tutorial that has Pics? From what you guys are describing, the Stencil Mask may be an issue with one of my Skopes, and Pics that go along with instructions would be extremely helpful, and that would leave me as being a very grateful Student.

hoss20

We did go a bit back and forth on this one, but there was one factor that made a huge difference for me; both in seeing the settings SickAlice was referencing to along with enabling better control over what I was trying to do. When adding the NiStencilProperty, make sure to use the Node-->Attach Property command when right-clicking on the Editable Mesh. Don't use the Block-->Insert command to attach the NiStencilProperty node. I performed the latter step when I initially tried this because this how I've generally attached things in Nifskope. This resulted in my confusion and subsequent questions on the prior page.

I came back to this thread a little while ago and re-read things and saw where I had made my error. After doing things the way SickAlice had instructed, things worked.

SickAlice

Sorry I didn't catch that before, was while I was working I think?


Anyways like hoss said Node > Attach Property. I'm doing it on the Node in the example (our old buddy male basic of course) but it can be done on the Editable Mesh as well (or whatever the 3d model is named).

Fairly easy. Attach the property. Open the Block Details if you haven't. Highlight the real long number value in Stencil Mask and change it to zero. The check the Draw Mode which is the last value. For models that came from a Freedom Force mesh this usually needs to be 0 but not always, for 3d models that are foreign to Freedom Force (like downloaded off a site) usually 3 but not always. Pretty much you have to experiment as it's on a case to case basis. Using the wrong value will make the mesh piece unusually dark.