slider38 wrote:Hi folks, I would like to know if anyone knows how to get rid of the ghost in my traincar. I am trying to create a doubledoor boxcar made from the standard livestock car. First I went into the diff alpha and removed the black markings for the livestock car slats and some unwanted bracing. After re-painting I worked up a new normal file. The car looked like this in NifSkope:
I thought it looked pretty good but might need a roof change. Anyway, I put the car on my test map to get a good look and found this:
As you can see, it kind of looks like a livestock car stuck inside a boxcar - UGLY! The old bracing and slat lines have all been removed from the normal file. The spec and emsk files are nothing but black squares. I assume, while I have successfully removed various things in the past by alpha-ing them out, putting something new over something that has had an alpha change is creating the problem. I have no idea if this is something that can be fixed or not. Hopefully someone out there has had this issue in the past and knows what can be done. I've invested some hours on this and don't want to just pitch the work, but I'm not interested in butting my head against a wall either if this is something that just can't be done. I am attaching my traincar files should someone have an idea and want to look at where I am. Thanks all, Slider
snoopy55 wrote:In other words, when the car bounces around in the game, the decals stay steady.
-> 9 NiNode b_base
10 NiNode decal1
11 NiNode decal2
12 NiNode ...
snoopy55 wrote:The child of b-base you did explain, and I did try it. NifSkope crashed the first two times and took it the third. It still sat solid while the car bounced. This car has (had) cows whiched bounced with it, and they are referenced in the KF files. I was figuring the lack of them in the KFs was the reason.
When I do the rotation angle thing the decals are laying on their sides. The decals were taken from a GP38 where they worked fine.
I attached the NIF I worked up.
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