These days you can skip Phase 2. Outfit Studio can assign the NiAlpha, I'm pretty sure it can set the Alpha Test in the material as well. So you really just need Phase 1 and to make the material.
If you use Substance Painter, for phase 1 you can use an Opacity channel to insert a normal into the transparency alpha channel of the diffuse for transparency with normal details. With this, you don't delete the parts of the diffuse you want invisible, you use Alpha Blend.
For complete invisibility, just use Alpha Test, assuming you have an actual alpha channel with transparency.
I've been following along using Pre-alpha 6, and I'm getting stuck at creating the NiAlphaProperty. It's not creating the property under the texture. Instead its creating it under the root node. Also, it's not attaching to the BSProperties is shown. Additionally, it's not creating the property with its tree or any data associated with it. If you are still around, I'd love some help with this. Thanks.
Edit: For whoever will have this problem...just follow the istruction, at first the nialphaproprety is placed at the bottom, but after the next step it will be placed as you can see in the screenshot.
Thanks for the tutorial. I have a 2018 question though (not sure if this method was available when this tutorial came out);
I am working on a clothing mod and so far I am succesfully adding transparency to non-transparant meshes by just adding an alfa channel on the diffuse map in PS, saving it as a DTX5 with the Nvidea plugin, setting the material file to "decal", "alfa test", "unknown" flag, and 128 treshold and loading up, linking the new materials and saving the meshes through Outfit Studio.
Seems a lot more easy than the old, Nifskope way, or am I doing something wrong here?
Helpful, I got what I wanted but now I have a different issue. I used this to make a worn flag that was waving and got it in the geck all right, but in game the flag is now static and I can walk through it, like it has no collision. Would you happen to know a fix for this?
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If you use Substance Painter, for phase 1 you can use an Opacity channel to insert a normal into the transparency alpha channel of the diffuse for transparency with normal details. With this, you don't delete the parts of the diffuse you want invisible, you use Alpha Blend.
For complete invisibility, just use Alpha Test, assuming you have an actual alpha channel with transparency.
Hmm...
Edit: It shows up as "Alpha Property" under Shading Property. This is using Nifskope 2.0 Dev 7
How did you fix?
Edit: For whoever will have this problem...just follow the istruction, at first the nialphaproprety is placed at the bottom, but after the next step it will be placed as you can see in the screenshot.
So far, from what I can tell, it works similarly to the Alpha_Rejection function from Ogre 3D.
Any ideas? I'm trying to figure out partial transparencies, but keep hitting problems and bugs; such as the "dots" bug.
I am working on a clothing mod and so far I am succesfully adding transparency to non-transparant meshes by just adding an alfa channel on the diffuse map in PS, saving it as a DTX5 with the Nvidea plugin, setting the material file to "decal", "alfa test", "unknown" flag, and 128 treshold and loading up, linking the new materials and saving the meshes through Outfit Studio.
Seems a lot more easy than the old, Nifskope way, or am I doing something wrong here?