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Graphics Modding


throttlekitty

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  On 2/18/2012 at 12:11 AM, throttlekitty said:
  On 2/17/2012 at 8:55 PM, Acrimmon said:

Thanks. It was assigning the glow map to the texture set. I'd forgotten to add the _g.dds file. It turned out to not quite be the effect I was looking for though. I want a glow around the weapon, without actually changing the color of the blade itself although that looks cool too. Is there a way to do that with the glow map or would I need a particle emitter of some type?

usually done best with a flat plane along the length of the blade, with a glowy texture to simulate this kind of glow.

 

A planar emitter then? Just one or one for each side of the blade?

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Can I ask some of you here a texture question? (Rather than PM five of you with it. :tongue: )

 

 

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Edited by Gizmojunk
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things to check:

TriShapeData has BS Num UV Sets = 4097, and update tangent space on the trishape.

vertex colors maybe.

specular map: shouldn't be all white. (try this as black first to rule it out?)

environment mask shouldn't be all white.

that the main shader type is set to a correct type. (envmap, since you mention using one)

emissive value isn't turned up?

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  On 3/1/2012 at 12:43 AM, throttlekitty said:

things to check:

TriShapeData has BS Num UV Sets = 4097, and update tangent space on the trishape.

vertex colors maybe.

specular map: shouldn't be all white. (try this as black first to rule it out?)

environment mask shouldn't be all white.

that the main shader type is set to a correct type. (envmap, since you mention using one)

emissive value isn't turned up?

Thank you; I'll check in Nifscope. (The mesh was done in Blender, and exported as .3ds; I haven't used custom vertex colors on it yet ~not intentionally anyway.) Edited by Gizmojunk
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  • 3 weeks later...
I was poking around at something. Shader type 3 I found was set up with the shader flag sf_rim_light, and had a diffuse normal, and in the 4th slot a texture with the _p suffix. its rather obscurely hidden in a single rock in a case tile piece in shadertests. Where is the up to date shader type break down info located?
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