Muroj Posted July 31, 2018 Share Posted July 31, 2018 I'm trying to get some glow maps onto the eyes of a custom follower of mine, but when I change the eye .nifs to the ones I used in NifSkope the eyes just became googly.Literally all I did to get the .nifs was extract the human eye .nifs from my mesh .bsa, so I don't understand why this would be happening.(Btw, I did get the glow maps to work. Of course the only work with the wonky .nifs.)I'll just list what I did to make the glow maps.1. Extracted human eye .nifs from meshes .bsa2. Loaded into NifSkope and slowly figured out how to make glow maps (many confusing applications of textures until I finally got it)3. Saved the .nifs with different namesDon't know how messing with textures and glow maps could mess up the .nif though. Especially since the textures I'm using are directly meant for the .nifs... Link to comment Share on other sites More sharing options...
JimmyChooChoo Posted July 31, 2018 Share Posted July 31, 2018 (edited) Sounds funny can i see an image of how it looks? It may also help people understand your problem more Edited July 31, 2018 by JimmyChooChoo Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted July 31, 2018 Share Posted July 31, 2018 For glow maps to become functional, the NiTriStrips/Shape entry must have an "emissive" property in its material. It must emit light first, for it to glow.Adding a glow map to a texture then is just a matter of an additional texture file, just like the normal map before, but with "<filename>_g.dds" this time instead of "<filename>_n.dds". However, as the eye "NIFs" are race-bound and the eye "textures" can be chosen freely during CharGen/FaceGen, due to a whole bunch of different cosmetic mods/overhauls using a whole bunch of different texture layouts, texture mis-matches like this are all but uncommon. Link to comment Share on other sites More sharing options...
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