Help with Glow Map; nifskope

Post » Wed Jun 26, 2013 9:00 am

Hello,

I'm following this tutorial:

http://wiki.tesnexus.com/index.php/How_to_add_glow_maps

It says the first thing to do in the nifskope is to set the Emissive color to white in the NiMaterialProperty;

well, the model I'm using does not have a NiMaterialProperty,

Now I did all the steps minus the emissive color change, but it turned out pretty darn poor yo.

So I tried to add a NiMaterialProperty, but I'm unsure of where to hook it up at, or even if I can do such a thing.

Also, is there a specific slot I need to put my Clouds_g.dds, in relation to the purple flowers in the TextureSets?

Also, I'm not using a normal map, at least, it doesn't need one. Any help, tips, etc, would be magnanimous frens. holla

----

Edit; and what does an Alpha channel actually do? I've tried to google it a few times and search on this site, Idk if I ever knew. is it like a specular map for the main dds?

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Kat Lehmann
 
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Post » Wed Jun 26, 2013 4:44 pm

actually, you need BSLightingShaderProperty. set emissive color to, well, something :-) there.

and right down from that, you have BSShaderTextureSet -> Textures

there you add your glow map, not sure now to what slot though, iirc 4th (to make sure, browse texture folder for any *_g.dds, load the related model and see where it puts this.

an alpha channel regulates opacity. an alpha of 255 or 1 or 100% or however they put it is opaque, 0%... is fully transparent, all else is somewhere in between,

so the alpha is an overlay to your image, where it's white, image is opaque, where it's black, image is invisible (or the other way around, depending on prog (but not ck))

which also goes for your glow map, as a glow map basically is nothing but an alpha channel:

where it's black, object's emission light is blocked off, where it's white, it shines through (in fonv you could also use colored glowmaps, the colour would add to object's emission color, not sure if this also goes for skyrim though)

edit: and iirc, if you set emissive color to white, you can control it by "emissive light" selector for ref, if other than white, it'll always be this color no matter of ref selection (but i could mess something up here)

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Brandon Wilson
 
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Post » Wed Jun 26, 2013 1:34 pm

Well, that's a Fallout tutorial so no, that won't work. Here's a http://tesalliance.org/forums/index.php?/tutorials/article/91-graphic-artistry-glow-maps/.

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Ashley Clifft
 
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Post » Wed Jun 26, 2013 12:52 pm

Thanks for the help peeps,

edit: and I saw that the BSLightingShaderProperty had an emissive color wheel, so I set that to pure white

I did seem to accidentally get it to work really well, I created a black alpha channel on the diffuse,

then I made a black and white specular, fairly dark, then I made the glow map and put it in the 2nd slot, where the normal map usually goes,

then put the specular map under it,

and well, it worked. but thanks for the link, I'm a terrible googler, didn't see it that at all

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Cat
 
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Post » Wed Jun 26, 2013 4:11 pm

Edit:

checking the SF2 glowmap flag, actually makes the texture pure black in the ck and CTD's the game when I try to coc to the interior....

Edit: the tutorial, it says on the shader type, i need to set it to "2" for the glow map to work, but there isn't a two,

shoudl I set it to glowmap?

edit: ok i set it to glow map, and it worked, no CTD,

not much of a differnce from what I originally had, but its a bit darker, and maybe a tad more glowey

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Kristian Perez
 
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Post » Wed Jun 26, 2013 8:49 am

Wait ... why are you not using a normal map?

Glow maps must go in the 3rd slot, specular maps must go in the 8th slot. You don't necessarily need a specular map to go with a glow map.

You need to set the Shader Type to Glow Map and add SLSF_2_Glow Map to Shader Flag 1 options.

Read the tutorial. :smile:

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Robert Devlin
 
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Post » Wed Jun 26, 2013 2:02 pm

I had just checked the glow map flag, and not set the Type. that's why the CTD.

Its a flat plane that just goes under some tile. I didn't think I needed a normal, b/c I don't need any depth or texture to it. just the coloring.

but are you sure I need to set that stuffs in the right slot? it seems to work pretty well. i'll give it a go and see if there's any difference. meow

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Bonnie Clyde
 
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Post » Wed Jun 26, 2013 9:51 pm

Ok, I followed the tutorial to the letter, the glow is much better, however, when I made the glow map,

I made a pure black layer, then pasted what I wanted to glow on top of it. but now, the entire texture is just the glowey bits and pure black.

but now i cant see my diffuse. and I also made a normal, b/c the ck gave me an error saying i didn't have one. so i just made a quick one.

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Petr Jordy Zugar
 
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