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Quick texture question


Chemist18

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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 it

  1. Diffuse (regular texture)
  2. Normal map (in this case MS10GlassJar01_n.dds)
  3. environment (in this case ShinyBright_e.dds)
  4. 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.

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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.

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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...

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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 :)

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