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(1) making item emit light + (2) mesh cuts into head after exporting


getintherobot

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got two questions this time. thanks in advance for being so patient and helpful w me.

 

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1. i'm trying to get my item (a beacon, set up as a weapon in the geck) to emit a directional light à la flashlight/spotlight. it does glow (via glow map), but it doesn't cast any light on the environment.

 

i've tried setting the radiosity in blender 2.49 but no dice. looking at the geck lighting tutorial is a bit confusing as i'm trying to light an object rather than a cell -- do i need to place a lamp within the object? how would i go about doing that, and where (in blender or in the geck)?

 

this is my setup so far for the object; i've been guessing at what i need by poking around the geck, so it's possible i'm completely missing the necessary component(s).

 

http://i.imgur.com/lJnx7IQ.png

 

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2. i imported a .nif (eyeglasses) to change the uv mapping in blender, but upon exporting the glasses no longer fit properly on the head:

 

http://i.imgur.com/gSYd4Eh.png

 

what the heck happened? do i need to use non-default options when exporting from blender? do i need to edit the .egm or do something inside nifskope?

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1) I don't think there's a direct, simple way to have an object (especially a moving one) to emit and cast light.

Some people managed to make something alike, but to my knowledge it relies heavily on scripting.

http://www.nexusmods.com/newvegas/mods/55827/?

 

I might be wrong, though, only advanced Modders could answer. (Weijeisen, are you there?)

 

2) Open both eyeglass.nif (before and after) and compare. Do they have the same structure? Isn't a BipHead Node missing in the modified version?

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Speaking of what others have managed: the effect requested sounds similar to what Flashlight NVSE achieved. But that was a "first person" illumination, and it sounds like the OP wants is more of a "third person" effect which would be more similar to the "Glowing Ghouls" mod pixelhate mentioned.

 

-Dubious-

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