bwins95 Posted January 5, 2016 Share Posted January 5, 2016 I'm trying to make cans of cram glow, but only certain parts of the can. I've made a glow map and saved it as bc1/dxt1 and added it to the model in nifskope. I made a material for the mesh and added it to the model in nifskope. when I go ingame to see the results the whole can glows instead of only the white parts of the glow map. This is what is looks like.https://dl.dropboxusercontent.com/u/53517913/ScreenShot7.png Mesh, texture, and material.https://dl.dropboxusercontent.com/u/53517913/New%20folder.rar Link to comment Share on other sites More sharing options...
Deleted2948850User Posted January 5, 2016 Share Posted January 5, 2016 Think I see what you did there, you gave the entire model an emissive property. Try using the vanilla model and applying the glow map through the material only. Not sure if that'll do the trick, but that's how I (successfully) applied glow maps to models before. Link to comment Share on other sites More sharing options...
bwins95 Posted January 5, 2016 Author Share Posted January 5, 2016 Didn't make any difference.I did it like this for ammo boxes and they work the way I wanted. for some models the glow maps work and some they don't. 10mm ammo boxes work, mini nukes don't. Link to comment Share on other sites More sharing options...
Deleted2948850User Posted January 5, 2016 Share Posted January 5, 2016 Hm, I see. Have you tried comparing the cram model to other models on which the glow maps have worked to see if there is anything different about the settings/flags? Might be it's lacking something somewhere that's causing this. Link to comment Share on other sites More sharing options...
bwins95 Posted January 5, 2016 Author Share Posted January 5, 2016 Nothing that I can see. Purified water works like it should.https://dl.dropboxusercontent.com/u/53517913/Neon%20green%20purified%20water.rar The only difference I can see is the emission multiplier, but it makes no difference to the glow map working or not. Both materials were made from the glowing deathclaw material changed to what I needed. Link to comment Share on other sites More sharing options...
Deleted2948850User Posted January 5, 2016 Share Posted January 5, 2016 Hm, odd.. Don't have much time to look it over right now, but I'll have a look later to see if I can help pinpoint the problem. Meanwhile, good luck! Link to comment Share on other sites More sharing options...
bwins95 Posted January 5, 2016 Author Share Posted January 5, 2016 Figured it out. I somehow forgot to rename the new folder in the textures to setdressing. now it works like I wanted. Link to comment Share on other sites More sharing options...
chronodanny Posted April 2, 2016 Share Posted April 2, 2016 will either of you guys please explain to me how to add a material to the meshes . ive done all the other steps except adding a material . ive made the textures\SetDressing\PoolTable\PoolTable01_g.dds and ive made the PoolTable01_g.dds file in gimp and deleted the alpha channel saved as BC1/DXT1 and tried saving with and without mipmaps no matter what i do i cant get it to glow . this is my pool table im trying to get the 4 blue light where the pool balls are stored. http://www.nexusmods.com/fallout4/mods/11387/? any help would be greatly appreciated Link to comment Share on other sites More sharing options...
bwins95 Posted April 3, 2016 Author Share Posted April 3, 2016 (edited) will either of you guys please explain to me how to add a material to the meshes . ive done all the other steps except adding a material . ive made the textures\SetDressing\PoolTable\PoolTable01_g.dds and ive made the PoolTable01_g.dds file in gimp and deleted the alpha channel saved as BC1/DXT1 and tried saving with and without mipmaps no matter what i do i cant get it to glow . this is my pool table im trying to get the 4 blue light where the pool balls are stored. http://www.nexusmods.com/fallout4/mods/11387/? any help would be greatly appreciated I use this.http://www.nexusmods.com/fallout4/mods/3635/?You may need to add the file path to the material to the mesh in nifskope. I also use the DeathclawGlowin.bgsm for new materials the involve glow maps since it is already set up for a glow map. just gotta change the file path to the textures. you can find it in the material.BA2 file. Edited April 3, 2016 by bwins95 Link to comment Share on other sites More sharing options...
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