hafiz22 Posted December 10, 2011 Share Posted December 10, 2011 Greetings,just wanna ask can somebody tell me on how to add glowmap on a texture? cause i want to add some glowing effect on my nightingale armor,thanks in advance :) Link to comment Share on other sites More sharing options...
Galacticat42 Posted December 10, 2011 Share Posted December 10, 2011 Indeed, glowmaps would be awesome for effects on my molten and frost armor sets. Link to comment Share on other sites More sharing options...
Deleted19761User Posted December 10, 2011 Share Posted December 10, 2011 Glow maps are simple. you copy and existing texture of the thing you want to glow. You edit it with the editing software of choice (gimp or Photoshop.) You black out all the area's of the texture you don't want to glow. Edit/paint/modify the area's you do want to glow (brightness/contrast/saturation etc etc.) Then you save it as a DTX3 .dds file. But you DO NOT change the name of the texture, instead merely add _g to the end of it. ( Example: Steelarmor_g.dds) Simple enough. However glow maps also rely on NIFs (the model meshes) to be set to have an emissive value. This value makes the glow map work like its supposed to on the mesh. As of right now, it isn't very reliant on this step it would seem, however the glow wouldn't be as strong without doing this step. But I don't reccomend tinkering with NIF files unless you know what to do exactly. I would go to the Construction Set wiki that Bethesda has up right now and do some reading up on the subject. As I imagine the process really hasn't changed a whole lot. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 10, 2011 Share Posted December 10, 2011 Glow maps are simple. you copy and existing texture of the thing you want to glow. You edit it with the editing software of choice (gimp or Photoshop.) You black out all the area's of the texture you don't want to glow. Edit/paint/modify the area's you do want to glow (brightness/contrast/saturation etc etc.) Then you save it as a DTX3 .dds file. But you DO NOT change the name of the texture, instead merely add _g to the end of it. ( Example: Steelarmor_g.dds) Simple enough. However glow maps also rely on NIFs (the model meshes) to be set to have an emissive value. This value makes the glow map work like its supposed to on the mesh. As of right now, it isn't very reliant on this step it would seem, however the glow wouldn't be as strong without doing this step. But I don't reccomend tinkering with NIF files unless you know what to do exactly. I would go to the Construction Set wiki that Bethesda has up right now and do some reading up on the subject. As I imagine the process really hasn't changed a whole lot.first explain why you are using DXT3. Secondly it has changed, it doesn't work like that. Link to comment Share on other sites More sharing options...
hafiz22 Posted December 11, 2011 Author Share Posted December 11, 2011 Glow maps are simple. you copy and existing texture of the thing you want to glow. You edit it with the editing software of choice (gimp or Photoshop.) You black out all the area's of the texture you don't want to glow. Edit/paint/modify the area's you do want to glow (brightness/contrast/saturation etc etc.) Then you save it as a DTX3 .dds file. But you DO NOT change the name of the texture, instead merely add _g to the end of it. ( Example: Steelarmor_g.dds) Simple enough. However glow maps also rely on NIFs (the model meshes) to be set to have an emissive value. This value makes the glow map work like its supposed to on the mesh. As of right now, it isn't very reliant on this step it would seem, however the glow wouldn't be as strong without doing this step. But I don't reccomend tinkering with NIF files unless you know what to do exactly. I would go to the Construction Set wiki that Bethesda has up right now and do some reading up on the subject. As I imagine the process really hasn't changed a whole lot. thanks Nightshade,im gonna give it a try :) Link to comment Share on other sites More sharing options...
HadToRegister Posted December 11, 2011 Share Posted December 11, 2011 You also need to add the path to the _g.dds file in the NIF file, just setting an emmisive color and making a _g.dds file doesn't make the mesh automatically use the glow map Link to comment Share on other sites More sharing options...
throttlekitty Posted December 11, 2011 Share Posted December 11, 2011 There's also a flag in LightingShaderProperty (unsure about EffectShaderProperty so far) that seems to state whether a glow map can be used, but I haven't investigated this fully. Link to comment Share on other sites More sharing options...
Galacticat42 Posted December 11, 2011 Share Posted December 11, 2011 Don't the glowing mushrooms/Blackreach jellyfish plants use glow maps? Link to comment Share on other sites More sharing options...
hafiz22 Posted December 11, 2011 Author Share Posted December 11, 2011 ow man,im getting dizzy and confiused bout this glowing map thing o_O Link to comment Share on other sites More sharing options...
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