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Graphics Modding


throttlekitty

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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: )

 

 

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 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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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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