maniczombie Posted November 18, 2011 Share Posted November 18, 2011 Hi, I've just downloaded a Daedric Armour re-texture that adds red eyes and red to the shield but it is constantly illuminated. I would like to make it match the rest of the armour where the red parts appear in the dark but not in light.If anyone knows how I can achieve this, it would be much appreciated.Also, what does the _m map stand for? Link to comment Share on other sites More sharing options...
MShoap13 Posted November 18, 2011 Share Posted November 18, 2011 Sounds like a modified glow map though I can't be sure if that's what you're describing without seeing screenshots. And as to you're other question, Skyrim uses a system to apply multiple layers of textures to a single mesh. One texture is the texture you actually see and it doesn't have a "_tag". Another is the normal map, which affects how light refracts off of the object, and I believe it has an "_n" tag. Glow maps, which add glowing affects in low light scenarios, should end with "_g". I'm not familiar with "_m" though it's probably similar to what I've just described to you or it could be the normal map ( :ermm: I haven't even viewed any of the textures associated with Skyrim yet much less attempted to modify them and someone who has modified some textures could probably tell you exactly what "_m" is). Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 Daedric Armour appears to only have defuse, normal map and what I assume to be the specular on _m, also another similer looking map on the normal maps alpha channel. But on no where on any of the images can I see any sign of something that would look like the red parts of the armour in game. Here are some images of the armour in game and the textures. Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 Link to comment Share on other sites More sharing options...
Ghogiel Posted November 18, 2011 Share Posted November 18, 2011 _m.dds are mask maps. Basically the same as a glow map but has nothing to do with emissive color. same sort of principle though, though you can color glow maps them selves, but doesn't really do anything thing with environment map mask maps from my experience. The daedric armor uses and environment map shader. the env map is called ebonyore_e.dds. Basically this has nothing to do with glow anything, it has to do with that slight metal effect/reflection on the surface of the armor. It's most apparent on the dwarven armor it you want to train your eye to know what that effect looks like. anyway the glow parts have a special shader node called a BSEffectShaderProperty, which is what I am guessing is how that is controlled. it has textures linked to it, textures\effects\VaporTile02.dds and textures\effects\gradients\GradDisguiseShader02.dds. how to replicate the effect I am uncertain of. Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 (edited) Hmm Ok I think I get it. So the model uses another texture, such as GradDisguiseShader02.dds which is applied to the model or a separate model? Is it linked to the DaedricarmourFX.nif File? If so is there any programs currently up to date that can open Nif Files. I've tried the latest versions of Nifskope but I get errors. Little off topic there but it would be nice to visualize the model other than in game. Edited November 18, 2011 by maniczombie Link to comment Share on other sites More sharing options...
Ghogiel Posted November 18, 2011 Share Posted November 18, 2011 No DaedricarmourFX.nif is for 'shoulder smoke' by the looks of it. The glow is a separate mesh object but still contained in the same nif as the rest of it. You can open the nif files, there is a very early nif.xml to update nifskope with, it's got a ways to go yet. You would only really be able to see the mesh and nif structure, no textures will be viewable yet. Link to comment Share on other sites More sharing options...
maniczombie Posted November 18, 2011 Author Share Posted November 18, 2011 Could I get a link please? Just been looking round myself, but all the versions are too buggy. Link to comment Share on other sites More sharing options...
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