Emmine Posted February 2, 2009 Share Posted February 2, 2009 I have the map done, just can't figure out how to make the eyes use it. Can anyone help me? Link to comment Share on other sites More sharing options...
deliverance6 Posted February 3, 2009 Share Posted February 3, 2009 look in nifskope for the texture info 1st row = Diffuse Map2nd row = Normal/spec Map3rd row = Glow map4th row = Bump map? unsupported map? ignore the others ;) Link to comment Share on other sites More sharing options...
Emmine Posted February 3, 2009 Author Share Posted February 3, 2009 I opened nifskope, never used it before. Loaded a fallout 3 model in it, can't seem to find where the texture info is >.< Link to comment Share on other sites More sharing options...
Emmine Posted February 3, 2009 Author Share Posted February 3, 2009 nevermind found it :) Link to comment Share on other sites More sharing options...
Emmine Posted February 3, 2009 Author Share Posted February 3, 2009 hmmm, not sure how to get an eye colour to use the glow map I want for it though. :/ Link to comment Share on other sites More sharing options...
Emmine Posted February 7, 2009 Author Share Posted February 7, 2009 bump, still no luck Link to comment Share on other sites More sharing options...
Baelkin Posted February 7, 2009 Share Posted February 7, 2009 bump, still no luck If you have added the glowmap with the correct texture filename to the Textureset in NifSkope correctly (ie. added texturename_g.dds on the glowmap slot), try cranking up the EmitMulti property to a higher value than 1 on the NiMaterialProperty node. The default value of 1 means that the parts you have defined in the glowmap doesn't glow any more than the rest of the mesh, so it'll need a higher value for the glow to actually distinguish itself from the rest of the "non glowing" parts of the texture. As for the color, there are several ways of doing it. The color of the glowing areas on the glowmap partly defines what color the glow will be. I think the best real life example would be imagining the glow map as a lampshade and the emissive color is the lightbulb underneath. For instance, if you on your glowmap have an area on which the iris texture is shown in color, the emitted color will use this color information and glow with this color as long as the emissive color defined on the mesh is white. If you change the lampshade, the glow changes. If you change the color of the lightbulb, the glow also changes. If you want to see how it can be done, the mask mod in my signature uses glowmaps to define the color of the stuff I want to glow and a white emissive color to regulate the strength of the glow. Edit: fixed lame typo and added a small analogy. :P Link to comment Share on other sites More sharing options...
Emmine Posted February 8, 2009 Author Share Posted February 8, 2009 The problem is not how to make something glow, its how to make eyes on humans glow. Adding a glow map to eyelefthumanfemale.nif , and cranking the emit up to 10, then 100 had no effect on Pc or npc. Link to comment Share on other sites More sharing options...
Emmine Posted February 8, 2009 Author Share Posted February 8, 2009 problem might be to do with the fact I can't find how you link eyes/hair to a race, so I'm missing a menu screen somewhere. Link to comment Share on other sites More sharing options...
Baelkin Posted February 8, 2009 Share Posted February 8, 2009 problem might be to do with the fact I can't find how you link eyes/hair to a race, so I'm missing a menu screen somewhere. Ah I see. I think I understand the real problem now. :rolleyes: Have you tried making an entirely new race in the GECK under the Race submenu in the Actor Data tree? Under the Face Data tab you can set which eye model to use etc. so I figure if you point the references to your new eye .nif file it should use that instead. Worth a try I think. :) Link to comment Share on other sites More sharing options...
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