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Found the cause:
In each engine FX mesh for at least the Slaytons, even for the big vertical-bell C-class engine flame FX meshes, there is an editor marker and then two not quite identical geometry shapes fitting the engine bell cavities. One is named BoosterFire, and the other is named BoosterHotFire. The latter is supposed to have a material called EngineGlowHot.mat while BoosterFire has EngineGlowFlame.mat. They accidentally used EngineGlowHot.mat in both BoosterFire and BoosterHotFire in the erroneous Slayton02 FX mesh when only the latter should use it.
Fixed NIF should go in meshes\ships\modules\moduleeffects
Attached Files:
smod_fx_enginemain_slayton02.nif
In each engine FX mesh for at least the Slaytons, even for the big vertical-bell C-class engine flame FX meshes, there is an editor marker and then two not quite identical geometry shapes fitting the engine bell cavities. One is named BoosterFire, and the other is named BoosterHotFire. The latter is supposed to have a material called EngineGlowHot.mat while BoosterFire has EngineGlowFlame.mat. They accidentally used EngineGlowHot.mat in both BoosterFire and BoosterHotFire in the erroneous Slayton02 FX mesh when only the latter should use it.
Fixed NIF should go in meshes\ships\modules\moduleeffects
Attached Files:
smod_fx_enginemain_slayton02.nif
Comment #1 May 17, 2026 11:03 pm
Edited by MadCat221 on Jun 16, 2026 8:27 pm
Showing Comments 1 - 1 of 1

Issue Data