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PostPosted: 19 Feb 2015, 09:00 
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Hi. I'm trying to figure out what's wrong with No Snow Under The Roof that adds some new ice coverage to Skyrim. I am pretty sure it is showing an older SSAO glitch I have seen before. So my question is, what's usually going wrong when ambient occlusion of some geometry is showing through another object that blocks all view to it? I remember seeing this glitch a while ago, where a water texture or 1st person weapons had SSAO of other objects showing through them.

My guts tells me ambient occlusion shouldn't even be forming on something you can't see. Does that mean an object that is showing this issue isn't properly part of the Skyrim world somehow?

Image
Image

As it turns out, the object is glitched also. I can walk through it and objects will fall right through it. Maybe that just underlines why SSAO is ignoring it? SSAO doesn't form on transparent fog or smoke either, so is it a texture transparency issue with ambient occlusion?

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PostPosted: 19 Feb 2015, 11:59 
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Object have wrong properties of z-buffer and alpha blending, so it's not drawed to depth buffer. Can be fixed in nif.

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PostPosted: 19 Feb 2015, 13:51 
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Whee! Thanks, once again. I'll try to pass it along to the mod author.


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PostPosted: 20 Feb 2015, 11:28 
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I talked to the mod author, but he doesn't quite get what you mean. Is there perhaps a guide on how to edit .nif files so that they work in ENB? Or is simple enough that you or someone else here can explain? I bet Mindflux knows how. ;)

I looked at it myself in nifskope. I found some information on zbuffer, but I didn't understand how to change it or what to set it at in the first place. I didn't see anything about alpha blending.


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PostPosted: 20 Feb 2015, 13:49 
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I'm not familiar with nif editing, sorry.

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PostPosted: 20 Feb 2015, 15:11 
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I see. In that case I direct my question to the rest of the forum instead. Does anyone know how to edit .nifs?


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PostPosted: 20 Feb 2015, 18:38 
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Tricky wrote:
I bet Mindflux knows how. ;)

Sorry, not right away...

It does sound like Boris said, so first check that both Z Buffer Test and Z Buffer Write are enabled in the shader properties (under Lighting Shader Property, most likely). Such a transparency issue might also be linked to Alpha Property, which I guess the snow shouldn't have at all since it's a static (I guess?).

Do you know if the new snow is supposed to have a collision? Maybe the author intended that objects can sink a bit to the snow. Or does it simply look buggy? If yes, then it's a probably a bug and the collision mesh is missing.

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PostPosted: 20 Feb 2015, 19:02 
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Yeah, at least this new object only has the original collision mesh (the black lines) so it doesn't extend to the snowy layer on top:

Image

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PostPosted: 20 Feb 2015, 21:59 
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mindflux wrote:
Tricky wrote:
I bet Mindflux knows how. ;)

Sorry, not right away...

It does sound like Boris said, so first check that both Z Buffer Test and Z Buffer Write are enabled in the shader properties (under Lighting Shader Property, most likely). Such a transparency issue might also be linked to Alpha Property, which I guess the snow shouldn't have at all since it's a static (I guess?).

Do you know if the new snow is supposed to have a collision? Maybe the author intended that objects can sink a bit to the snow. Or does it simply look buggy? If yes, then it's a probably a bug and the collision mesh is missing.


I doubt it was an intended effect, as apparently containers that fall into it become unlootable. I'll ask.


mindflux wrote:
Yeah, at least this new object only has the original collision mesh (the black lines) so it doesn't extend to the snowy layer on top:

Image


Interesting. I'll pass this along.


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