Acrimmon Posted February 18, 2012 Share Posted February 18, 2012 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? Link to comment Share on other sites More sharing options...
throttlekitty Posted February 20, 2012 Author Share Posted February 20, 2012 http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/nifskope-1.1.0-rc6-i686-w32.7z/downloadNifSkope 1.1.0 RC6 is released Link to comment Share on other sites More sharing options...
throttlekitty Posted February 24, 2012 Author Share Posted February 24, 2012 crossposting is the best! Alecu has released Beta 4 of the Maya nif translator, has support for skyrim:http://forums.nexusmods.com/index.php?/topic/580969-maya-2012-x64-niftranslator-v07-beta4-with-initial-skyrim-support/ Link to comment Share on other sites More sharing options...
Gizmojunk Posted March 1, 2012 Share Posted March 1, 2012 (edited) Can I ask some of you here a texture question? (Rather than PM five of you with it. :tongue: ) So I have a custom Sword, but the texture settings make it look like a glowing cartoon. I clearly don't understand something, or have missed, or forgotten about something. This mesh has no glow map or transparency and I've tried various changes to the normal map, and alpha; and '_M' specular mask (?). The sword has interactive reflections, but the whole thing is waaay too bright. Does anyone have an idea why that might be? (besides my having messed something up in the texture or Nif. :) ) This is my first Skyrim mod, but I've done Fallout 3 armor and weapon mods. Edited March 1, 2012 by Gizmojunk Link to comment Share on other sites More sharing options...
throttlekitty Posted March 1, 2012 Author Share Posted March 1, 2012 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? Link to comment Share on other sites More sharing options...
Gizmojunk Posted March 1, 2012 Share Posted March 1, 2012 (edited) 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 March 1, 2012 by Gizmojunk Link to comment Share on other sites More sharing options...
Ghogiel Posted March 21, 2012 Share Posted March 21, 2012 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? Link to comment Share on other sites More sharing options...
throttlekitty Posted March 21, 2012 Author Share Posted March 21, 2012 Aside from the thread at niftools forums, I dunno. Haven't had net at home for a while, but I'd like to get an article set up at the creation kit wiki to cover shaders/textures. Link to comment Share on other sites More sharing options...
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