glow maps

Post » Sat Aug 21, 2010 9:34 pm

so I am working on a "stealth" armor mod, using vanilla glass armor as the base. what I want to do is blackout the textures, and make the armor non-reflective. I succeeded with the first part, after all, it is pretty easy, but when it came to making it non-reflective, I ran into a problem. I am pretty sure the reflections/"shinyness" is due to the glow maps, for example, on the glass boots, the boots_g.dds texture file. the problem I am having is I can't seem to figure out how they are used. I could not find a reference to it in nifskope, granted I am still a new player at this kind of stuff, so I could of missed it.

So I guess what I am asking is, how can I disable the use of glow maps on a certain set of armor? Are glow maps the reason for the reflectiveness on glass and amber armors?

Also, is it possible to change the color of the glow maps?

Thanks
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sat Aug 21, 2010 4:16 pm

Reflection/shiness may not be 'glow'. this may be a reflection/environment map. which glass armor has. so unless you chnged the texture apply mode to modulate istead of apply_hilight or whatever it is. then the environment map shader will still be enabled.

anyway, glow. the strength of this glow is controlled in the objects emissive color in theNiMaterialProperty. Black= non-emissive, white= fully emissive,

now you can controll that emissive color with a glow maps.
You can color glow maps, this will tint the emissive color. they are a mask map. So black will mask 100% if the emissive color, White allows full emissive strength.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sun Aug 22, 2010 2:58 am

awesome, thank you, I'll try that out now, as far as coloring glow maps, how do I do that? When I tried to in GIMP, it said that it was a gray scale file, and could not be colorized.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Sat Aug 21, 2010 5:41 pm

you can probably convert the document to RGB color somewhere. Then it'lll save out as normal.

or just create an RGB doc and drag,copy/paste that map onto a layer.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Sun Aug 22, 2010 3:31 am

yup, got the glow maps all colorized and stuff, so how do I ensure that the mesh will use the modified glow maps?
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Sat Aug 21, 2010 8:31 pm

the _g suffix to the texture file name is how the game locates the map. the file just has to be named the same as the normal and diffuse map, just with a _g on the end.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm


Return to IV - Oblivion