I also found one bit of graffiti that pops from gray to colored depending on how I have my view titled.
Disabling everything but Darnified UI in Mod Organizer doesn't fix the issue, and I'm not using ENB or any other graphics injector/wrapper.
Since enabling the mod I've really only explored SatCom Array NN-03d. The ground floor of SatCom NN-03d-C is where I took the screenshots above, so it may only be an issue with certain walls or placements of the graffiti. I took a quick trip to the Springvale School and found the problem to be much less prevalent, but still present with some of the graffiti.
Thank you for reporting. Kudos. I was ready to blame ENB or such but you tell me you don't use one. Any other oddities with transparency anywhere else? Is it always the same models that shows oddities or does it depend on the Location? I'll investigate and see if I find any reason.
*Edit* I've paid a visit to the SatCom and I'm experiencing what you've described (also in Geck). I've tried everything I know, Nif wise, to correct it, but it seems Lighting connected (since the graf doesn't behave the same in every situation).
I've encountered this with floors before and moving a light source usualy solves it.
This means I don't have a solution for you. I 'm very sorry, I was hoping to bring some improvement with the grafs but I only seemed to make another engine bug to come to light (no pun intended). *Edit* Thank you, Tukka, for bringing the solution of the problem you pointed out via PM. It was matter of changing the Alpha Flag from 4844 to 4845.
Really appreciate you've taken the time to search, correct things and share it with me.
Done. I have no saved game with the Pitt, so I couldn't check in game. Some textures have very thin paint-run, I'm not sure it will render properly. Would you be so kind to let me know if the result is acceptable? Thank you.
If I was being fussy I'd say even the base game meshes could be a bit less transparent. Specifically though, The Pitt has a lot of graffiti on wallpapered walls and the pattern comes through more than you would realistically expect.
Still a big improvement on vanilla though, looks far more natural.
The way graffiti are treated in FO3 have always bugged me. I've made several attempt to fix but never had satisfying results. Now that I understand better the difference between Alpha Properties and Alpha in Material, I can at least propose something simple that ease the look a bit.
I'll probably bring a couple of old things, finally finished... then the real fun will start!
Very solid idea. Macintroll has nice graffiti textures but there are some noticeable hard lines in some of his punk graffiti. Hopefully this will blend it just a little better. Going to try and will report back.
Edit: Works nicely. Being able to see the underlying material slightly makes it actually look like real spray paint. Before it looked like they used a paint brush and applied it too thick. Thanks for sharing. Endorsement incoming.
Thank you. Tested Mac's ones rapidly, most are OK some still show the hard lines. This could be solved by adjusting the Threshold in the Alpha Property. But ideally, each graffiti should be adjusted individually, and adjustment would be different for Vanilla and for this or that replacement. I went for simple solution to ease the look a bit. Maybe I'll do a full pack with textures, one day ...
Yeah and you would need to multiply that work order by 3 if you wanted to fully cover vanilla and macintroll's 2 versions. That's a lot of work. I fully support the idea of you doing a full texture and mesh pack but I won't hold you to that :3
Yeah work well with mine too (at least the one I tested with) Thanks a lot for appreciation. But it's an old texture work that would need more work and a better blending alpha mask too, and also some positioning.
28 comments
I'm experiencing an issue with the mod, however, where some of the graffiti in some areas is showing up as colorless.
Here are a couple screenshots to illustrate: with Blending Graffiti on and with it off.
I also found one bit of graffiti that pops from gray to colored depending on how I have my view titled.
Disabling everything but Darnified UI in Mod Organizer doesn't fix the issue, and I'm not using ENB or any other graphics injector/wrapper.
Since enabling the mod I've really only explored SatCom Array NN-03d. The ground floor of SatCom NN-03d-C is where I took the screenshots above, so it may only be an issue with certain walls or placements of the graffiti. I took a quick trip to the Springvale School and found the problem to be much less prevalent, but still present with some of the graffiti.
I was ready to blame ENB or such but you tell me you don't use one.
Any other oddities with transparency anywhere else?
Is it always the same models that shows oddities or does it depend on the Location?
I'll investigate and see if I find any reason.
*Edit* I've paid a visit to the SatCom and I'm experiencing what you've described (also in Geck).
I've tried everything I know, Nif wise, to correct it, but it seems Lighting connected (since the graf doesn't behave the same in every situation).
I've encountered this with floors before and moving a light source usualy solves it.
This means I don't have a solution for you. I 'm very sorry, I was hoping to bring some improvement with the grafs but I only seemed to make another engine bug to come to light (no pun intended).*Edit*
Thank you, Tukka, for bringing the solution of the problem you pointed out via PM. It was matter of changing the Alpha Flag from 4844 to 4845.
Really appreciate you've taken the time to search, correct things and share it with me.
Congratulations on File of the Month for December!
Take care,
Prensa
Thank you!
Take care,
Pix.
Anybody with NifSkope could do it.
Using these meshes in NV won't work, I believe the meshes and textures are specific to each game.
Thanks for appreciation.
Some textures have very thin paint-run, I'm not sure it will render properly.
Would you be so kind to let me know if the result is acceptable?
Thank you.
Still a big improvement on vanilla though, looks far more natural.
Ah, this is obviously a result of your research into Alpha properties you mentioned.
This is an inventive tweak to the graffiti & you've gone to the trouble to adjust all the models.
With these, your Bedding - replacement pack & recent Music Box you're really expanding your skill set. I can't wait to see what you'll post next.
Thank-you kindly for taking the time to upload & share these!
Take care,
Prensa
The way graffiti are treated in FO3 have always bugged me. I've made several attempt to fix but never had satisfying results.
Now that I understand better the difference between Alpha Properties and Alpha in Material, I can at least propose something simple that ease the look a bit.
I'll probably bring a couple of old things, finally finished... then the real fun will start!
Thank you for your comment and endorsement.
Take care,
Pix.
*Thumbs up*
Edit: Works nicely. Being able to see the underlying material slightly makes it actually look like real spray paint. Before it looked like they used a paint brush and applied it too thick. Thanks for sharing. Endorsement incoming.
But ideally, each graffiti should be adjusted individually, and adjustment would be different for Vanilla and for this or that replacement.
I went for simple solution to ease the look a bit. Maybe I'll do a full pack with textures, one day ...
*Edit: Thank you for reporting and endorsing!