Hey, I'm pretty new to modding, I've only done a few retextures and replacers for personal use. But with the release of the CK around the corner (hopefully) I felt inspired to step it up a bit. I came up with an idea to try once the CK is released, but I wanted to start doing the retexturing and things now.
I'm trying to add an eye glow to the dwarvern centurion, and hopefully if I can figure it out, the "glowing smoke" effect similar to what the dynamo core has, but first I wanted to start with the basic glow. I followed this tutorial here and it was pretty straight forward, but whenever I tried to save the .nif it comes up with an error saying "Link points to wrong block type", I searched around and saw different opinions on this, some people said to ignore it and it doesn't matter and others said that it causes crashes in their games etc.
Also on the render window in nifskope the main texture appears, but when I add the glow map and change the glow colour I see no difference at all on the model there.
So I need to know if I am doing anything wrong here, and also it would be nice if I could get help on how to put that model ingame so I can see how it looks and also on how to add the glowing smoke effect to the eyes as well.
Glowing eyes and Nifskope error
Started by
gralldig
, Jan 06 2012 03:36 PM
12 replies to this topic
#1
Posted 06 January 2012 - 03:36 PM
#2
Posted 09 January 2012 - 01:45 PM
No one can help me with this?
#3
Posted 10 January 2012 - 01:37 AM
test it in game, nifskope has never rendered glow maps. it does render self illumination/emissive color is the material thoughAlso on the render window in nifskope the main texture appears, but when I add the glow map and change the glow colour I see no difference at all on the model there.
#4
Posted 10 January 2012 - 09:03 AM
Sorry I should have updated my post, I have tested it ingame, the rest of the texture is there but the glow map isn't.
#5
Posted 10 January 2012 - 09:16 AM
in shader flags 2, try ticking SF_Glow_Map
#6
Posted 10 January 2012 - 10:46 AM
Nope, it's still the same when I load it ingame
#7
Posted 11 January 2012 - 07:24 AM
btw I have looked into this, and something is fishy with it.... I suspected eyes being body parts might have other issue outside simple glow map set up, but simple glow map setup isn't as simple as I thought it was..
I'll assemble the posse..
I'll assemble the posse..
#8
Posted 11 January 2012 - 07:49 AM
Dunno if this will help, but these are the settings i do to get my glow maps to work.
It is very important to set these things.
Shader Type - Value Should be set to (2) this has to be set to 2 for it to work.
Shader Flags 1 -Leave as is
Shader Flags 2 - Need to set Value to have |SF_Glow_Map| checked
Emmissive Color - Set to anything But Black.. i suggest a Dark to light Grey, if you want the Texture color to glow. otherwise it will glow the color you set. just play around with it.
Emmissive Saturation - I have mine set at 5.0..play with it it allows how much color comes through.. at least thats what i think.
It is very important to set these things.
Shader Type - Value Should be set to (2) this has to be set to 2 for it to work.
Shader Flags 1 -Leave as is
Shader Flags 2 - Need to set Value to have |SF_Glow_Map| checked
Emmissive Color - Set to anything But Black.. i suggest a Dark to light Grey, if you want the Texture color to glow. otherwise it will glow the color you set. just play around with it.
Emmissive Saturation - I have mine set at 5.0..play with it it allows how much color comes through.. at least thats what i think.
#9
Posted 11 January 2012 - 10:55 AM
Jgrey, I tried it again with those settings but it still appears the same as always when I load it in game.
Thanks Ghogiel, I appreciate it
Thanks Ghogiel, I appreciate it
#10
Posted 11 January 2012 - 11:14 AM
If what jgreybear posted didn't work, it's probably because it is a body part.
Like I mentioned there is a rather specific way to set these up inside the plugins. it used to be really specific right down to using the vanilla folders, you couldn't even redirect to things outside of the character folder, all your custom assets needed to go in next to where the vanilla stuff was or it wouldn't work.
you may need to wait until the CK is released to see how it's set up.
In F3, iirc, it wouldn't accept extra glow maps, I think it only loaded the one texture set, at that point they stopped using the hard coded loading of textures with specific extensions like _g. So when you set up a new eye texture in the GECK, it only had input for a diffuse map... while in oblivion it would auto load a _g map if it had the same file name as the diffuse map, in F3 there was no where to hook the _g map in.
Like I mentioned there is a rather specific way to set these up inside the plugins. it used to be really specific right down to using the vanilla folders, you couldn't even redirect to things outside of the character folder, all your custom assets needed to go in next to where the vanilla stuff was or it wouldn't work.
you may need to wait until the CK is released to see how it's set up.
In F3, iirc, it wouldn't accept extra glow maps, I think it only loaded the one texture set, at that point they stopped using the hard coded loading of textures with specific extensions like _g. So when you set up a new eye texture in the GECK, it only had input for a diffuse map... while in oblivion it would auto load a _g map if it had the same file name as the diffuse map, in F3 there was no where to hook the _g map in.
Edited by Ghogiel, 11 January 2012 - 11:18 AM.



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