Gloss mapping in Nifscope

Post » Fri May 27, 2011 6:56 pm

I've been trying to make gloss maps for some of my meshes, and yeah, I know the basics on how to do it (read about every tutorial and article on gloss maps I found) and finally I've come to think about the version of nifscope. I'm currenly using 1.0.16.. latest version seems to be 1.0.21 but can't get that to work becouse of the C++ runtime error wich causes crash on startup. So, does anyone have any experience with gloss maps? or do they even work on 1.0.16?

I'd appreciate any help.

thanks

EDIT: Oh forgot to ask, Is there possibly any other way to achieve the glossines effect you can play with in nifscope material properties (i.e white specular, black emissive and glossiness slider on about halfway) Thanks
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Adrian Morales
 
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Post » Sat May 28, 2011 9:20 am

I've been trying to make gloss maps for some of my meshes, and yeah, I know the basics on how to do it (read about every tutorial and article on gloss maps I found) and finally I've come to think about the version of nifscope. I'm currenly using 1.0.16.. latest version seems to be 1.0.21 but can't get that to work becouse of the C++ runtime error wich causes crash on startup. So, does anyone have any experience with gloss maps? or do they even work on 1.0.16?

I'd appreciate any help.

thanks

EDIT: Oh forgot to ask, Is there possibly any other way to achieve the glossines effect you can play with in nifscope material properties (i.e white specular, black emissive and glossiness slider on about halfway) Thanks


Woah, I only have version 1.0.8, perhaps I should update? I have been trying to attach different nodes to a mesh for texturing, ie; reflection and glow ( not at the same time ) but they seem to appear on the wrong branch no matter where I try to add them... perhaps my version number contributes to the problem...
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Nina Mccormick
 
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Post » Sat May 28, 2011 12:31 am

I've also been playing with glowmaps, now that I got my old laptop back, I've been continuing on a couple weapon models. It would surely be sweet to get that glossiness effect ingame, not too shiny or glassy. No such luck I guess :(
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Gavin Roberts
 
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Post » Sat May 28, 2011 5:29 am

I've also been playing with glowmaps, now that I got my old laptop back, I've been continuing on a couple weapon models. It would surely be sweet to get that glossiness effect ingame, not too shiny or glassy. No such luck I guess :(


I just had a look at one of Phijama's shields which uses a reflection texture in Nifskope, trying to get an idea of how the branches should be set up and it is set up under a node called 'NiBSAnimationNode' and I'm wondering if this is relevant to reflection or not...
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Brian Newman
 
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Post » Sat May 28, 2011 2:52 am

I might take a look at it as well, so the reflection renders directly on nifscope? also you said you have been using 1.0.08, can you actually assign "reflect map" directly from NiTexturingproperty?
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Robert DeLarosa
 
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Post » Fri May 27, 2011 8:18 pm

I might take a look at it as well, so the reflection renders directly on nifscope? also you said you have been using 1.0.08, can you actually assign "reflect map" directly from NiTexturingproperty?


No, it doesnt give that option, just dark, detail or glow. I have managed to achieve glow map before, I will take a look at it now to see if I can find a hint for you but any kind of 'map' other than UV that I have managed to get working has just been a lucky stab in the dark for me or a copy and paste of branches from one mesh to another. The 'reflection' doesn't exactly render, it doesn't appear as it would show in game but it does show the white reflection as if it were a normal texture ( how it appears in the tga file alone ).
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Heather M
 
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Post » Fri May 27, 2011 9:47 pm

ah okay, I got excited there for a second, 1.0.16 actually can assign Dark, Detail, Glow, Bump, and Decal 0 maps. I bet some of the newer versions can add the gloss map as well
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Anna Beattie
 
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Post » Fri May 27, 2011 6:17 pm

just updated to 1.0.22, there doesnt seem to be any crashes, at least not on startup....
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Lynne Hinton
 
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Post » Fri May 27, 2011 9:47 pm

Are you talking about nif "gloss map" or "gloss-like effect"? The former is a specific "narrow" nif term.

:)
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Kim Bradley
 
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Post » Fri May 27, 2011 7:15 pm

Version 1.0.21 can add gloss maps, but only through the Block Details menu, from what I've seen.
I'm not sure if you've already tried this, but see if you can add the gloss map through the block details in your version too Fallen One (or perhaps update to my version?).

Press F3 to open the Block Details menu, find where it says "Has Gloss Texture", and double click on the "no" in the Value Column, so it changes to yes.
Then extend the "Gloss Texture" part that becomes selectable underneath, so you can see where it says "Source" (for source texture).

In the Value Column it should say None, right click on this and enter the location of your texture file (for example, if the texture is just in the textures folder, just type the name of the texture file in, if it's in a folder in the textures folder, for example, I've put my sky_cr_mino_03.dds texture in a 'dirnae' folder, you'd type in something like dirnae\sky_cr_mino_03.dds)

Hope that works for you too. :)
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Nice one
 
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