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how to add glow for 10mm?


leny

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Well, been trying to add glow to the 10mm but it isnt showing up my _g.dds no matter what I do, nif/from the geck .... I guess since the 10mm doesnt have it by default thats my issue... can anyone help me how to add glow to this specific item. :thanks:

 

The idea was to make a Lawgiver II like pistol, the 10mm looks alot like it with a black texture + glow and some rapid fire settings i had it worked out.. but the glow its been a problem =/

 

Here's an actual lawgiver from the 1995 dredd movie

http://www.comicbookmovie.com/images/users/uploads/8073/Sylvester-Stallone_Judge_l.jpg

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Yeah I know that, thanks. But the glow isnt showing up. I have photoshop so did exactly step by step. I also saw some1 that did the "pimp my desert eagle" mod having issues adding glow to the 10mm. Apparently he never found out how to add it, it seems.
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i was struggling with glowmaps myself, then SpeedyB helped me again, that guys awesome.

 

First and foremost, the EASIEST way to get glowmaps to work is, any parts of your gun you want to glow, have to be a separate mesh. Without that youll have to do a mask to distinguish which parts glow etc, which can be irritating.

So what you should do is, in a 3d app like blender or max, open the gun, and detach the parts you want to be glowing bits as a seperate object. give them a name like Glowbits, and export everything into a Nif File.

 

Open your Nif file you just made.

Then in another nifskope window, open your vanilla gun.

In a THIRD nifskope window, open /meshes/dungeon/enclave/ravenrock/ravenrocksign1a02.nif

 

in the enclave mesh nif, one of the branches will contain the glowing mesh.

right click the root of that branch and hit Copy Branch

on your vanilla 10mm gun, on top top root node, hit paste Branch.

 

From the exported gun (that you separated the glowbits) right click the glowbits' nitristripsdata node.

In the vanilla 10mmgun, in the new branch you just pasted from the enclave sign, look for the nitristrips data node. Paste Over this node with the node you just copied from

the exported gun.

Once you do that, all you have to do is zero-out the translation values in the Parent node for this branch, so that your mesh is positioned properly in relation to the weapon.

 

NOTE: IMPORTANT! Make sure upon export from 3d application that your mesh parts have zero'd transform and scales. If the translation-from-parent is anything but 0.0 in any direction, the mesh will be offset in nifskope and will need to be fixed manually.

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i was struggling with glowmaps myself, then SpeedyB helped me again, that guys awesome.

 

First and foremost, the EASIEST way to get glowmaps to work is, any parts of your gun you want to glow, have to be a separate mesh. Without that youll have to do a mask to distinguish which parts glow etc, which can be irritating.

So what you should do is, in a 3d app like blender or max, open the gun, and detach the parts you want to be glowing bits as a seperate object. give them a name like Glowbits, and export everything into a Nif File.

 

Open your Nif file you just made.

Then in another nifskope window, open your vanilla gun.

In a THIRD nifskope window, open /meshes/dungeon/enclave/ravenrock/ravenrocksign1a02.nif

 

in the enclave mesh nif, one of the branches will contain the glowing mesh.

right click the root of that branch and hit Copy Branch

on your vanilla 10mm gun, on top top root node, hit paste Branch.

 

From the exported gun (that you separated the glowbits) right click the glowbits' nitristripsdata node.

In the vanilla 10mmgun, in the new branch you just pasted from the enclave sign, look for the nitristrips data node. Paste Over this node with the node you just copied from

the exported gun.

Once you do that, all you have to do is zero-out the translation values in the Parent node for this branch, so that your mesh is positioned properly in relation to the weapon.

 

NOTE: IMPORTANT! Make sure upon export from 3d application that your mesh parts have zero'd transform and scales. If the translation-from-parent is anything but 0.0 in any direction, the mesh will be offset in nifskope and will need to be fixed manually.

 

 

Thanks guys :D!

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