Chemist18 Posted February 8, 2014 Share Posted February 8, 2014 Hello All, As part of my mod I'm using the Salient Green mesh and changing the color. Once I change the color for the new container I use nifskope to assign the new texture. The mesh has four textures applied to itDiffuse (regular texture) Normal map (in this case MS10GlassJar01_n.dds) environment (in this case ShinyBright_e.dds) environment (in this case MS10GlassJar01_em.dds)I change the first texture and leave the remaining three as they are. In came the color changes but it no longer glows. I can live without the glowing if I have to but I'm curious why it's missing. Link to comment Share on other sites More sharing options...
TrickyVein Posted February 8, 2014 Share Posted February 8, 2014 Is this the filepath of the .nif you're looking at? clutter\questitems\ms10jar01NuclearNV.nif There are two NiTriStrips, one for the glass of the jar, the other for the lid + contents. The material for the NiTriStrips that you're looking at doesn't have emittance, i.e. no glow. So it never glowed to begin with. Link to comment Share on other sites More sharing options...
Chemist18 Posted February 8, 2014 Author Share Posted February 8, 2014 You are correct :). I discovered the second set of NiTriStrips and set those to the same textures. In the GECK the bottle appears dark grey, ingame it has the color I intended just not the glow. In nifskope if I apply the textures based on the filepath from C:\blah\blah the colors and such show. As I understand it I need to specify the paths from the folder my mod is in. In this case \textures\Apothecary\X.dds. I can find plenty of youtube presentations on armor and weapons and texture sets but haven't found any to help me understand this part of the process... Link to comment Share on other sites More sharing options...
TrickyVein Posted February 8, 2014 Share Posted February 8, 2014 (edited) So what's the problem, exactly? Oh. So you WANT the object to glow, in-game. You could provide a glow map or choose the color of the glow you wanted in the material properties. Edited February 8, 2014 by TrickyVein Link to comment Share on other sites More sharing options...
Chemist18 Posted February 9, 2014 Author Share Posted February 9, 2014 Yep, I was hoping I could take the main dds file, select the fluid portion, slide the color "knobs" then create a copy of the item using the same normal map and environment effects. Guess I'm gonna have to go learn about those other texture types :) Link to comment Share on other sites More sharing options...
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