Sadly he's right, even with Xavbios retexture the chest is a lot more.. dull? I dont even know if that's the right word, but it's as if you changed some shader flags on the none glass bits. (This is purely speculation, as Im no expert. I've only dabbled a bit).
Tim, did you install Xavbio's cathedral patch like it says in the description? His vanilla texture also accounts for the cubemap change. His cathedral texture should be better. And it doesn't actually require Cathedral Armory, so it is perfectly usable with a vanilla setup.
I think it was probably designed with the gold cubemap in mind. Switching the female armor to a gold cubemap looks decent. The issue is the glass portions of the textures become dulled by doing that. The male mesh got around this by cutting out some of the glass portions and making them a separate mesh in the nif file that uses the opal cubemap to make the glass really pop. So theoretically if one were to cut the mesh according to the shape of the texture they could achieve the same effect overall on both sexes' armors.
Yeah, but if we install xavbio's cathedral textures we also need to install cathedral's weapon textures, another extra step. Best thing to do would be to offer fixed vanilla textures as part of this mod.
the female boots still appear to be a different shade of gold from the rest of the armor, is there a fix for this?
Edit: Upon closer inspection this is the same issue as the user below, it being the chest being darker not the boots being lighter. I have yet to find a working fix though
Well, not the main fix. That's up now, but I realized Practical Female Armors's glass has the exact same problem. I'm not exactly a seasoned mesher, so I couldn't fix that myself. If you use the normal female armor, it's fine.
I figured it out, so that's fixed too. Enjoy and let me know if you see any problems!
Hey don't worry about it, things happen. Modding's a hobby after all. :) Thanks for your mod, or I wouldn't have even noticed that bug until halfway through a game or somethin.
Ah, I see. You mean the UV fix near the belt. That should be easier to fix than the mesh you wear, tbh, so I can make that happen too. I didn't notice that LogicRock's fix didn't apply to it.
First of all, thanks for sharing your work! There are still some vanilla mesh and uv "bugs" left on the male glass cuirass assets.
I believe the following happened when a Bethesta artist originally created the assets: The UV stretching on the front and back of the lower body panels are a result of extruding outward, but they forgot to update the UV mapping. Its visible/present on every single plate part, also some mesh triangles got messed up in the process.
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2. the Shader Flags 2 properties for Glasstips must be applied "double-sided", because at some angles they are visible from the black side and therefore invisible.
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Maybe you could also address them in one of your next releases? That would be great :)
Well, I didn't do the male mesh myself, that's LogicRock's work. I can at least fix the double-sided thing, but no promises on the UV stuff. I literally fixed the female Practical Female Armor mesh by cutting out the offending piece and copying the opposite side over and fixing the bones rather than deal with the UV map. (have a look at the vanilla UV map sometime, it's wild)
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Edit: Upon closer inspection this is the same issue as the user below, it being the chest being darker not the boots being lighter. I have yet to find a working fix though
Well, not the main fix. That's up now, but I realized Practical Female Armors's glass has the exact same problem.
I'm not exactly a seasoned mesher, so I couldn't fix that myself. If you use the normal female armor, it's fine.
I figured it out, so that's fixed too. Enjoy and let me know if you see any problems!(I may regret these words)
First of all, thanks for sharing your work!
There are still some vanilla mesh and uv "bugs" left on the male glass cuirass assets.
I believe the following happened when a Bethesta artist originally created the assets:
The UV stretching on the front and back of the lower body panels are a result of extruding outward, but they forgot to update the UV mapping.
Its visible/present on every single plate part, also some mesh triangles got messed up in the process.
2. the Shader Flags 2 properties for Glasstips must be applied "double-sided", because at some angles they are visible from the black side and therefore invisible.
Maybe you could also address them in one of your next releases?
That would be great :)
wbr Spawnkiller