SRIV Editing NPC Specular Values

Is it possible to edit the NPC specular values to reduce the lighting reflectivity or shininess of thier clothes in order to render an even tone
( a non reflective or matt surface ) that matches the same specular value of their skin ?
Or just give the NPC model an overall uniform specular value. ( since it involves only the body portion )

I'm working on a mod that will make some female NPC's appear non clothed by editing the textures of their clothes to match the same color of their skin
but apparently their clothing has a higher specular value that renders too shiney.

Below is an example of the skin tone textures minus the additional female two upper circles and lower triangular attributes. ( with respect to maintaining a PG forum rating )
00_NPC-SpecularEdit1.png
 
Last edited:
Characters do not use specular maps, they use custom materials with a shading driven by using "shaderballs". The shaderball is a small bitmap the looks like a ball that describes the specular power and falloff of a specific material type. You may be able to find references of vbm's or pegs with "*_sb", i'm totally sure if you can actually see them. Each material on the characters should have a specific shaderball assigned. There are shaderballs that are shared all over the place including skin, cloth, metal, what have you. There is not a global way to drive these on the characters other than modifying these bitmaps directly and updating the pegs where the characters are using the modified bitmaps.
 
Characters do not use specular maps, they use custom materials with a shading driven by using "shaderballs". The shaderball is a small bitmap the looks like a ball that describes the specular power and falloff of a specific material type. You may be able to find references of vbm's or pegs with "*_sb", i'm totally sure if you can actually see them.
Each material on the characters should have a specific shaderball assigned.
There are shaderballs that are shared all over the place including skin, cloth, metal, what have you. There is not a global way to drive these on the characters other than modifying these bitmaps directly and updating the pegs where the characters are using the modified bitmaps.

I thank you sir for your informative reply.:D
It was my guess that the NPC speculars were governed by specific material properties.
Is there a way to assign which shaderball each material uses ?

For example, in the case of the NPC "Kandy" ( the cowgirl stripper ) I looked in the character_definitions.xtbl and it appears that the shaderballs are only refering to the head and hair.:(
( as shown below )
<Character><Name>kandy</Name>
<Category>EntriesPedestrian:Strippers</Category>
<Model><Filename>kandy.cmeshx</Filename></Model>
<Anim_Set>GANGF</Anim_Set>
<Rig><Filename>kandy.rigx</Filename></Rig>
<Heads><Head>
<Name>kandy_head</Name><Base_Head>npc_basehead</Base_Head>
<Lod_Head>kandy_head_lod</Lod_Head>
<Hair_Colors><Shader_Param>Sphere_Map_1</Shader_Param>
<Shader_Balls><Shader_Ball_Texture><Filename>Hair_Black_01_SB.tga</Filename></Shader_Ball_Texture>

<Shader_Ball_Texture><Filename>Hair_Blonde_01_SB.tga</Filename></Shader_Ball_Texture>
<Shader_Ball_Texture><Filename>Hair_Brunette_01_SB.tga</Filename></Shader_Ball_Texture>
</Shader_Balls></Hair_Colors>
</Head></Heads>

<Is_Metal>False</Is_Metal></Character>

Where can the shaderball info be found that refers to this model's body materials ?
It looks like the skin is using a less shiney material and the clothes ( the bikini swimsuit ) is using a shinier material.
My goal for this modification is to make these female NPCs appear nude with an even toned skin texture without having the retextured clothes being so shiney.

Your advice, guidance and informative interjection is very much appreciated in the advancement for perfection in this modification project.;)

Thank you.:cool:
 
The shader balls in this character table are specifically overrides for hair on NPC's. You won't be able to do what you need here.

Most of the shaderball, "Sphere_Map", references are likely within the character's ccmesh_pc/gcmesh_pc. I am not exactly sure which one you can find it in specifically. For the highres materials you will find them in the matlib_pc files, i.e "kandy.ccmesh_pc". The shaderball bitmaps are mostly in the always loaded so you probably won't find them referenced in the character's respective gpeg_pc files.
 
Back
Top