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Glowmap Tutorial


hafiz22

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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.

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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.

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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 :)

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