Indarello Posted September 23, 2020 Share Posted September 23, 2020 (edited) Somebody know how to enable "glow" texture or "detail"?I have this texture but dont know ho to apply it in material editor This is what I have and I want Edited September 23, 2020 by Indarello Link to comment Share on other sites More sharing options...
Zorkaz Posted September 23, 2020 Share Posted September 23, 2020 The best thing is to use an already existing material file with glow enabled and afterwards make it your own. Link the textures to it.I always use templates, because just tagging "Has glowmap" often causes issues and there's some other option I don't know about. Basically the glowmap is a black .dds except for the part you want to be seen. Link to comment Share on other sites More sharing options...
Indarello Posted September 23, 2020 Author Share Posted September 23, 2020 The best thing is to use an already existing material file with glow enabled and afterwards make it your own. Link the textures to it.I always use templates, because just tagging "Has glowmap" often causes issues and there's some other option I don't know about. Basically the glowmap is a black .dds except for the part you want to be seen.Problem that I don't have "already existing material"I have this thing working on source engine (source filmmaker, csgo...) and in 3d programthis is how it works in source: VertexLitGeneric { $basetexture "models/_test-drive/DBH_KARA/kara_blue_triangle_d" $bumpmap "models/_test-drive/DBH_KARA/kara_blue_triangle_n" $model 1 "$color2" "[0 0 0]" //"$color2" "[0.3 0.3 0.3]" $phong "1" $phongboost "1" $phongfresnelranges "[0 .5 1]" $phongalbedotint "1" $halflambert 1 $halflambert 1 $emissiveBlendEnabled 1 $emissiveBlendTexture "dev/null" $emissiveBlendBaseTexture "models/_test-drive/DBH_KARA/kara_blue_triangle_g" $emissiveBlendFlowTexture "dev/null" $emissiveBlendTint "[0.1 0.5 1]" $emissiveBlendStrength 2 $emissiveBlendScrollVector "[0 0]" } in 3d program: Link to comment Share on other sites More sharing options...
DiodeLadder Posted September 23, 2020 Share Posted September 23, 2020 Hello Indarello, In the material editor, you need to : 1) Turn off "Environment Mapping" on "General" tab2) Assign the file to "Glow Texture" in "Material" tab (encoding = BC1, BC3, or BC7)3) Check "Emittance Enabled"4) Make the "Emittance Color" white5) Set "Emittance Multiplier" = 1.0 as a start (if it is too dark/bright in game, you can adjust this multiplier)6) Check "Glowmap" One thing to note : In Fallout 4 engine, you can't use both Environment Map (used for metallic materials) and Emittance at the same time in one material. For example, on Pip-Boy, the parts that use environment map and emittance are on separate materials. The "detail map" you are talking about would be a normal map, I assume? Fallout 4 uses Direct X format for the normal map, so if you are using a texture from another game, you may need to convert it (flip the green channel). If it's in a wrong format, your texture will look as if the light is hitting it from a wrong direction. The normal map and specular/gloss map should be in BC5 or BC7 format. Link to comment Share on other sites More sharing options...
Indarello Posted September 23, 2020 Author Share Posted September 23, 2020 Hello Indarello, In the material editor, you need to : 1) Turn off "Environment Mapping" on "General" tab2) Assign the file to "Glow Texture" in "Material" tab (encoding = BC1, BC3, or BC7)3) Check "Emittance Enabled"4) Make the "Emittance Color" white5) Set "Emittance Multiplier" = 1.0 as a start (if it is too dark/bright in game, you can adjust this multiplier)6) Check "Glowmap" One thing to note : In Fallout 4 engine, you can't use both Environment Map (used for metallic materials) and Emittance at the same time in one material. For example, on Pip-Boy, the parts that use environment map and emittance are on separate materials. The "detail map" you are talking about would be a normal map, I assume? Fallout 4 uses Direct X format for the normal map, so if you are using a texture from another game, you may need to convert it (flip the green channel). If it's in a wrong format, your texture will look as if the light is hitting it from a wrong direction. The normal map and specular/gloss map should be in BC5 or BC7 format.Thanks, we are close now to the result I wanted.I didn't sad it quite right. I mean make it something like "holo"in result I got static glow that don't changes from the sides you watch it that is what I wanted:https://mega.nz/file/Oqo2XbBL#juMKOGCIM4jN9CJ6MFQpw0f8dGdVKHN_AaEwPnxApw8Also do you know how to make something "blink" appear on 3 sec and than disappear on 3 and do this again Link to comment Share on other sites More sharing options...
Indarello Posted September 27, 2020 Author Share Posted September 27, 2020 (edited) They helped me with blink: BoSDistressPulserGlowing.nifas example, have glowing that changes EmissiveMultiple valueWorked for me with this alpha properties Still looking for better solution for "holo" effect Edited September 27, 2020 by Indarello Link to comment Share on other sites More sharing options...
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