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Skoping Reflection Problem

Started by crimsonquill, September 25, 2010, 05:43:00 PM

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crimsonquill

After being away from skoping for awhile I wanted to create my own take on Ultimate Juggernaut...



The base is Professor Hulk by Renegade and I added on a sphere from a random mesh and squished it a bit to get the helm.. and added on Ren's belt and buckle from his Ultimate Captain America mesh (pardon using C6's skin for the belt, pants and boots in the pic since trying to skin military cameo is still a major weakness of mine)

Anyway, I discovered that the sphere I used for the head is Alpha enabled and for the life of me I can't get the reflect layer to work on it.. I have the exact same colors set for the helmet and the body with all the necessary named .tga files.. yet I always end up with the above results (the helmet being completely non-reflective and not looking like it's part of the same metal used on the rest of his upper-body).

Anyone willing to help give me some pointers or willing to tweak the mesh (minus the skin of course) themselves? I'm stumped and my skope-fu is just way lacking in these matters.

- CQ

"He said let there be light... CLICK! It was a lightbulb. And It was good."

Kenn

Not knowing what you've done so far to try to make it work, there's some guesswork happening here.

I'm going to assume you put in the REFL layer (or else it came with the piece.)

If you check the node that is the top-most node for that piece (it is usually the name of the piece) and check the Details.  Near the bottom of the list it should say Num of Effects.   It might be 0.  It needs to be 1.  (So if it isn't change it)

Then check the Effects array (right underneath)  If the Num of Effects was 0, you won't be able to expand the list.  If this is a case, click on it, click on Array, and then click on Update.   The number shown needs to be associated with a NiTextureEffect, and that NiTextureEffect has to point to the same NiSourceTexture node as the one under the Omni node.
My Amazing Woman - A Romantic Comedy of Super Heroic Proportions.

Also what Lightning Man and Kenn-X have been doing lately.

crimsonquill

Quote from: Kenn on September 25, 2010, 09:14:47 PM
Not knowing what you've done so far to try to make it work, there's some guesswork happening here.

I'm going to assume you put in the REFL layer (or else it came with the piece.)

If you check the node that is the top-most node for that piece (it is usually the name of the piece) and check the Details.  Near the bottom of the list it should say Num of Effects.   It might be 0.  It needs to be 1.  (So if it isn't change it)

Then check the Effects array (right underneath)  If the Num of Effects was 0, you won't be able to expand the list.  If this is a case, click on it, click on Array, and then click on Update.   The number shown needs to be associated with a NiTextureEffect, and that NiTextureEffect has to point to the same NiSourceTexture node as the one under the Omni node.

Thanks for the help, Kenn.. I followed your advice but still ended up with the same results. I placed my Juggernaut in the sewers today on a whim and discovered that my glow tga is working fine since his visor on his helmet emits a low red glow. So it seems only the reflection effect on the helmet doesn't seem to be working and I even tried using other spheres from other meshes to recreate the same helmet piece but end up with the same issues.

I swear this is probably a very simple thing to fix but I'm just not doing something right in my skope.  :banghead:

- CQ
"He said let there be light... CLICK! It was a lightbulb. And It was good."

Kenn

I'm sorry it's proving so problematic CQ.   If you e-mail a copy of the skope to Kenn (at) rcuhero (dot) net I'll be happy to see what I can do to fix the reflections.
My Amazing Woman - A Romantic Comedy of Super Heroic Proportions.

Also what Lightning Man and Kenn-X have been doing lately.