Fallout New Vegas
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zilav

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zilav

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24 comments

  1. 0Theara
    0Theara
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    • 45 kudos
    Very convenience tool, It worked as intended. But could I suggest a ''face normals'' update too? Thank you for this.
    1. zilav
      zilav
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      Some meshes have bent normals to achieve better look, automatic "facing" will make them look worse. This is not an issue for tangents and binormals since they are a product of normals and uvs, so they can always be autoupdated on any mesh. But normals are different, ideally your 3D software should always export them.
  2. GOLDENTRIANGLES
    GOLDENTRIANGLES
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    • 8 kudos
    I'm not entirely sure what this does. I am still new to modding.
    1. RoyBatterian
      RoyBatterian
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      It's for artists, no use to mod users.
    2. GOLDENTRIANGLES
      GOLDENTRIANGLES
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      Ok? I am new to making 3D meshes but I do make them. I would just like some more info.
    3. maiqheliar1
      maiqheliar1
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      • 0 kudos
      NO USE
    4. RoyBatterian
      RoyBatterian
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      Explaining what tangents and binormals are is more than can be put in a post here, search polycount.
    5. zilav
      zilav
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      This is not the place to tell you what tangents and binormals do. As a digital 3D artist you should know that yourself, and if not yet - google for information. I googled "tangents and binormals" and this is like the first link that explains enough for a new artist
      http://softimage.wiki.softimage.com/xsidocs/tex_tangents_binormals_AboutTangentsandBinormals.htm

      Tangents and binormals are not related to modding only, and not even to Bethesda games.
    6. GOLDENTRIANGLES
      GOLDENTRIANGLES
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      Welp I guess I'm just stupid because I read that and still don't fully understand.
      The example could be fixed by just inverting the bump map or just physical modeling out the Adam's apple.

      Guess I'm dumb, sorry.
  3. G0RII
    G0RII
    • member
    • 10 kudos
    Will this tool fix this issue on my gun model?

    https://servimg.com/view/20072801/1
  4. front210
    front210
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    • 37 kudos
    Thank you! Very useful. Endorsed.
  5. Thaiauxn
    Thaiauxn
    • supporter
    • 419 kudos
    Wow, this'll come in handy. Some of our normals went a little wonky and this would do a good job fixing it without having to shop through each one. I've been fixing them by hand. Thanks for this.
  6. coreypikes
    coreypikes
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    • 33 kudos
    The BSA tool and now this. I can see the impending awesomeness on the horizon......
  7. Sleepytime
    Sleepytime
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    • 117 kudos
    Not sure what it did but it updated about 2,000 files in my Skyrim mesh folder and the game did not explode afterwards so A+ :)
    1. zilav
      zilav
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      • 613 kudos
      You shouldn't be using it like that because in majority of cases meshes already have fine looking tangents and you won't spot any difference in game. This is a tool for mod authors who create new nifs or update existing ones and don't want to fix tangents manually per mesh.
    2. Sleepytime
      Sleepytime
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      ah, i have a backup of my game folder so if i notice anything weird it is easy to fix
  8. Eferas
    Eferas
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    • 146 kudos
    Sorry the ignorance, but what's the advantage of doing that?
    1. RoyBatterian
      RoyBatterian
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      The one in nifskope doesn't handle degenerate normals, like if your nif has a lot of texture tiling. It also gives all around better results especially for people who use Blender and cannot reset the normals and smooth them because it lacks the features to do so.
    2. Eferas
      Eferas
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      • 146 kudos
      Thanks for the explanation, that makes this tool essential for me since I'm a Blender user.
    3. RoyBatterian
      RoyBatterian
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      • 1,224 kudos
      You'll still need to smooth the mesh in nifskope, but the tangents and binormals will be calculated correctly by using this after you do so.
  9. Eferas
    Eferas
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    • 146 kudos
    Thank you! :)
  10. RoyBatterian
    RoyBatterian
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    • 1,224 kudos
    Thank you for creating this zilav. :)