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Disabling glowing/glowmaps for certain textures?


JesusCondom

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Greetings, fellow hoo-mans.

So I'm making a dungeon, and as a sort of gimmick, there's absolutely no light pretty much anywhere in the somewhat size-able bunker/dungeon thing, and I'm going for something of a creepy atmosphere.
But there's a problem: Pretty much all the interior cell units/blocks have glowing guiding lines along the bottom of the walls or along the floor. Kind of clashes with what I'm going for.

I was going to just make new objects with the same textures, just with no glow-maps, but here's the weird part: There don't seem to be any texture files for the objects that I'm using. I've looked through the texture archive, and I can't find anything with the name of the objects. I assume this means the textures are just contained within the .nif files from the mesh archive, so I opened them with nifskope, and tried to setting the emitting color to black in the material properties thing, but that only changed the emitting color of the mesh in nifskope, and the textures never showed on the mesh anyway, so I don't know if I anything I did was even close to a solution.

So, does anyone know how to disable the glowing of interior cell meshes/textures? Are there any mods that have done this already perhaps? Any help is appreciated.




http://i.imgur.com/HVEP4W8.jpg

ps. Are there any dungeon/building mods that go for something similar? Would love to check them out.

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Here's an example with the vhallsm1way01.nif:

http://i58.tinypic.com/314ytyd.jpg



Here's where the texture are located.

http://i57.tinypic.com/aont79.jpg


The _g is the glow map (which actually is a mask)
You can delete the entry for it.
Now your whole object is glowing.

Here's the glowing factor.

http://i59.tinypic.com/24q46dc.jpg



Null it.

http://i57.tinypic.com/jzjex5.jpg




If you save the mesh under the same name as the original, it will act as a replacer and all the places that use that mesh will be non glowing.

Save it to a new name and build a new set with your modified object in Geck.

Hope it helps!
Pix.

Edited by Guest
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If you you only delete the map and remove its path, you'll end up with an whole glowing mesh, as the glowing factor is in fact the Emissive color in the MaterialProperty.

The glow Map is a mask and will prevent certain part of the texture to glow (Glow map are mostly black with the bits that must appear in white or color).

 

So, to have working right you'll need to delete the path AND to modify the MaterialProperty.

 

There's no need to delete the texture itself, in fact better not.

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So, to have working right you'll need to delete the path AND to modify the MaterialProperty.

Thanks SO MUCH for the super-detailed reply, you truly are a king of kings.

But uuuh... how do I go about deleting the path? Sorry, kind of a newb to nifskope, the first time I was going on some pretty half-assed tutorials from the Oblivion days.

Again, thanks a million.

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So, to have working right you'll need to delete the path AND to modify the MaterialProperty.

Thanks SO MUCH for the super-detailed reply, you truly are a king of kings.

But uuuh... how do I go about deleting the path? Sorry, kind of a newb to nifskope, the first time I was going on some pretty half-assed tutorials from the Oblivion days.

Again, thanks a million.

 

Never mind, I figured it out. Double clicked on the path itself so I could edit it and then erased it, in case anyone needs to know.

 

So ,yeah, it worked, now I can make all the pretentious darkness I want. Thanks man, super helpful.

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