Adding an Alpha property in Nifskope

This is the thing that makes parts of your texture transparent.

For this I'm going to take a simple 1 plain, 1 texture model and turn it into hanging moss.

What we need is a texture with black background saved as DTX5 (DDS file) or a saved alpha map if you use a TGA (for some reason?)

There's no point explaining shit you don't really need to know right now so let's just get the fuck on with it as always

Here I have a cube that has been on the Atkins diet and as you see it's just a solid square.



Let's add a texture property to it first. (If yours already has a source texture then skip along forward and ignore this part)



Right click the NiTexturingProperty and Insert.

You will be presented with the menu above. Scroll down to NiS.... And chose NiSourceTexture.

It will appear at the bottom of the Block List but don't worry about that. Just go ahead and add your texture to it.

Mine is numbered as "4". Remember the number of yours because that is the all important number in your know universe right now.

Now in the Block Details (mine is to the left of my List) find where it says "Has Base Texture" and expand it with the little arrow.


Find where it says "Source" and add YOUR number under the value heading. (As I said, mine is 4 as above)

Your texture will now be displayed on the model and if you did it right the NiSourceTexture will have been put in the correct place.

Now select the corresponding TriShape and right click, Block -> Insert and select NiAlphaProperty from the list.



The black parts have no become invisible! Awesome no?

But wait! If you put this in game you will be able to walk into it and that's just no good is it? What we need is something that would make it walk throughable (if there is such a word. There isn't)

To do this we should right click the 0NiNode and Block -> Insert and chose NiStringExtraData from the list it displays. Give this new node a value of NC as you can see below.

Note: There is a NiStringsExtraData and it's bloody easy to select the wrong one here.



You add the NC by simply clicking the place where it goes.

Now we should be all done. Save your work and test it in game.








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