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Making a glowmap for glass, possible? [advice wanted]


PoliteRaider

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So I'm currently working on an retexture of the Pulowski Survival shelter to turn it into an institute teleport booth. It's going quite well and I've got the front sliding door made of semi-transparent glass using a BSEffectShaderProperty in Nifskope.

 

I want to make a glowing pattern of light across the glass, but I've so far been unsuccessful. I haven't figured out a way to place a glow-map on the BSEffectShaderProperty directly. I've added in a hidden duplicate of the door using BSLightingShaderProperty and then hidden the diffuse texture using the alpha layer. However this also seems to hide the glow map as well.

 

I'm a total noob, especially when it comes to Nifskope, so this may well just be a series of amateur mistakes. I'm hoping though that someone can point me in the right direction. Any suggestions of a way I could have glowing patterns appear on a semi-transparent glass texture?

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You have run into the glow map hack. I think you can do so, but you have to duplicate the mesh in the area you want to glow (the whole door, don't worry) and treat it separately with an alpha mask and a glow map. Entiendes? So you would have one mesh like you have and then another identical mesh, but the BSShaderProperty of the BSTrishape would reference a normal bgsm, with a diffuse map, alpha'd out except where you want the glow to go and the glow map the normal white for where you want the glow to go like a normal material file with a glow map...

 

Think of it like the blood decals using a duplicate BSTrishape for that effect, and the identical BSTrishape for the actual weapon. Idk y they do it this way, but I think there actually is a good reason, it came up somewhere, where glow and environment mapping can't be together. So it could be an actual real problem...

Edited by jeffglobal
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You have run into the glow map hack. I think you can do so, but you have to duplicate the mesh in the area you want to glow (the whole door, don't worry) and treat it separately with an alpha mask and a glow map. Entiendes? So you would have one mesh like you have and then another identical mesh, but the BSShaderProperty of the BSTrishape would reference a normal bgsm, with a diffuse map, alpha'd out except where you want the glow to go and the glow map the normal white for where you want the glow to go like a normal material file with a glow map...

 

Think of it like the blood decals using a duplicate BSTrishape for that effect, and the identical BSTrishape for the actual weapon. Idk y they do it this way, but I think there actually is a good reason, it came up somewhere, where glow and environment mapping can't be together. So it could be an actual real problem...

 

Ah right, I see. I was close but didn't have it quite right.

 

I need to make sure that my alpha isn't covering the part of the duplicated tri-shape that I want to glow, which makes sense now that I think about it in those terms.

 

Thankyou for the suggestion, I'll give this a try and see how it goes.

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