Great job. I have been loving this tool and the tutorial helps so much. Thank You.
I found out how to add a Halo effect (similar to Nuka Quantum Bottle) around object that glows, I increased "Backlight Power to 10.00000" and "Emittance Multiplier" to "1.20000" the higher the numbers the brighter the object and glow. Specular Multiplier to "1.20000", Frensel Power to "5.00000"
Alright, if I had to build this thing from scratch, it sounds like I'd have to spend a day or two really getting into the matter here - not worth my nerves and time right now while I'm still trying to make my setup work. Not just to make some damn shrooms glow. But I've been reading this thread and the tutorial while some texture packs downloaded...english and tech-speak ain't my first languages though, so one question...this glow map right here: Glowmap for Fungus
If I understoof you correctly, it's 90% of the work done if I have that, yes? So I can just open that with GIMP, fiddle with it, save and be good? I think the author forgot to black out the fungus body, cause these don't glow, they outshine everything and appear almost white. But with almost all the work done...I'd just have to unpack the original mod's texture BA2, shove my edited glowmap in there, re-pack and voilá - right?
So, before this happens, I've been adding and merging and decreasing/deleting outfit mesh twice. But on the third one, I was going to add the wing(it was one packed with the armor, but the armor and the wing is in different shape) and I deleted the outfit(body outfit) and left the wing be attached
Now, what I don't understand yet, this time when I add it, I didn't redo the whole thing. I just open CBBE body as reference, add the outfit, conform selected, conform all, save project, then build it through bodyslide. Materials are loaded(also I added a glowmap to it, although the wing doesn't seem to have spec texture and the armor came from Skyrim mod, which someone have converted to FO4 already)
In-game, the mesh, material, texture loaded. But not for long. It only last 5-10 second then the game decided to ctd. I did a fix by removing the wing from nifskope, it fixed it. So my suspicion is on the wing, but I can't actually tell what's making the wing to be the cause of ctd
What I haven't tried: 1. Removing the glowmap to see if it was the cause 2. Texture for _s.dds doesn't exist to this armor 3. This one is clueless... Opening nifskope to check if the nodes are causing it. But then again, I'm clueless on that part
Now I did post this to forum, but I was wondering if glowmap was a cause to ctd
The wing I tried to use, the glow map I recently added causing to the reason of CTD. I didn't crash as last time
The question is now tho, what's causing it ? I've followed the steps here. Unless this requires speculation map, or I have to use Skyrim's glow map tip... assuming it's different method
It was probably my 2 dumbass thing that I forgot to do 1. Texture location is missing at nifskope. But this maybe not the case due to the fact the texture are loaded even without glowmap 2. I forgot to set the image to be DXT 1 and enable Mipmap
Do I need a bgsm? I tried doing this to experiment and make glowing body parts, but the moment the game tries to load, it crashes to desktop. The problem seems to lie within the bgsm
EDIT: It's when I hit "Glow Mask" that crashes the game. How do I fix this?
In response to post #52556123. #52593718 is also a reply to the same post.
Spoiler:
Show
VaporWatch wrote: Hi Diranar, So, I found your tutorial a few months ago and it's helped me immensely since. I've now created custom glow for most misc items in the game (making just one edge glow makes it so much easier to not miss them in the world), goggles, weapons, Power Armor, and others. When I first learned how to retexture, I didn't realize the whole new world of adding glowmaps would make such a difference! Thank you for making such an easy to follow tutorial!
Now, though, I have a question. I'm wanting to make the green light and red light on the Marine Armor Helmet glow green and red (respectively). If I understand correctly, the only way to do this would be to double the .nif file and have separate glowmaps and emmisive colors for the 2 parts. Is that correct? If so, this represents a problem as my knowledge of .nif files is about as basic as it gets! I've tried to find tutorials on this but either they don't exist or my google-fu isn't strong enough. I doubt it's as easy as 1. copy nif 2. make material file 3. play game. I would assume the process would be the same as adding environment mapping to an item with a glowmap but I'm just kinda lost as to how to proceed. Any chance you might make a tutorial on how to do this?
Either way, thanks for the tutorial. It's good to see when someone is willing to teach others how to do something for themselves instead of doing it for them.
Thanks Watch
VaporWatch wrote: Ok, I did the same thing that drives me crazy about other people. I asked a friggin question that was answered in the description! I was just getting on someone's case about that the other day, and here I go and do it myself.
So, just in case anyone else is having trouble finding the answer to my question (how to get multiple colors glowing on 1 model), you simply use a black and white GlowMap. Set the emission color to white. This means the color of the glow is reliant on the color in the texture, so multiple colors are possible.
I haven't tested this yet, but it seems pretty clear on the front page. If I've got this wrong, please send a slap in the head via air mail (I'll cover shipping) and lemme know the correct way.
Thanks
Watch
[spoiler]Hi Sorry, was off for several Weeks and missed the Question until now :
You only need to fiddle with the Material and the Textures.
Yes thats Correct, if you use a White Emiting Light in the Material File, you can use a coloured Glowmap, and the Game uses the rgb Codes of the Texture for the Glow, so If you for example take the original xxx_D.dds File, take a paint Programm like Gimp and Delete anything to Black that should not glow, you can leave the lights the Color they are and they will glow the same color ingame.
The other option for Sinlge Color is to Set the Emitting Light to a Color like Red or Green and use a Greyscale Glowmap DDS File, in that case all Light Parts will Glow in the Collour you set as Emitting Light Color in the Material File.
You can mix both, use a coloured Glowmap DDS and a Colored Emitting Light, in that case the colours will mix, so if you use Red as Emitting Light, it will Overlay and Mix with the RGB Colours in the Flowmap Texture, all Blue Glow will then turn Purple for example.
You only need to double the mesh in the .nif, if your glowing Object should be some kind of reflective Metal, cause its the way of using Glowmaps in combination with Environmental Mapping.
Greetings Diranar
Yes, I'm way late to this party, but I just wanted to say thanks for the detailed answer. I just wish more modders would take the time to offer such well explained tutorials (especially regarding scripting, an art which has eluded me regardless of my efforts). Thanks for everything!
Hi Diranar, So, I found your tutorial a few months ago and it's helped me immensely since. I've now created custom glow for most misc items in the game (making just one edge glow makes it so much easier to not miss them in the world), goggles, weapons, Power Armor, and others. When I first learned how to retexture, I didn't realize the whole new world of adding glowmaps would make such a difference! Thank you for making such an easy to follow tutorial!
Now, though, I have a question. I'm wanting to make the green light and red light on the Marine Armor Helmet glow green and red (respectively). If I understand correctly, the only way to do this would be to double the .nif file and have separate glowmaps and emmisive colors for the 2 parts. Is that correct? If so, this represents a problem as my knowledge of .nif files is about as basic as it gets! I've tried to find tutorials on this but either they don't exist or my google-fu isn't strong enough. I doubt it's as easy as 1. copy nif 2. make material file 3. play game. I would assume the process would be the same as adding environment mapping to an item with a glowmap but I'm just kinda lost as to how to proceed. Any chance you might make a tutorial on how to do this?
Either way, thanks for the tutorial. It's good to see when someone is willing to teach others how to do something for themselves instead of doing it for them.
Ok, I did the same thing that drives me crazy about other people. I asked a friggin question that was answered in the description! I was just getting on someone's case about that the other day, and here I go and do it myself.
So, just in case anyone else is having trouble finding the answer to my question (how to get multiple colors glowing on 1 model), you simply use a black and white GlowMap. Set the emission color to white. This means the color of the glow is reliant on the color in the texture, so multiple colors are possible.
I haven't tested this yet, but it seems pretty clear on the front page. If I've got this wrong, please send a slap in the head via air mail (I'll cover shipping) and lemme know the correct way.
37 comments
I found out how to add a Halo effect (similar to Nuka Quantum Bottle) around object that glows, I increased "Backlight Power to 10.00000" and "Emittance Multiplier" to "1.20000" the higher the numbers the brighter the object and glow. Specular Multiplier to "1.20000", Frensel Power to "5.00000"
nerves and time right now while I'm still trying to make my setup work. Not just to make some damn shrooms glow. But I've been reading this thread and the tutorial while some texture packs downloaded...english and tech-speak ain't my first languages though, so one question...this glow map right here:
Glowmap for Fungus
If I understoof you correctly, it's 90% of the work done if I have that, yes? So I can just open that with GIMP, fiddle with it, save and be good? I think the author forgot to black out the fungus body, cause these don't glow, they outshine everything and appear almost white. But with almost all the work done...I'd just have to unpack the original mod's texture BA2, shove my edited glowmap in there, re-pack and voilá - right?
So, before this happens, I've been adding and merging and decreasing/deleting outfit mesh twice. But on the third one, I was going to add the wing(it was one packed with the armor, but the armor and the wing is in different shape) and I deleted the outfit(body outfit) and left the wing be attached
Now, what I don't understand yet, this time when I add it, I didn't redo the whole thing. I just open CBBE body as reference, add the outfit, conform selected, conform all, save project, then build it through bodyslide. Materials are loaded(also I added a glowmap to it, although the wing doesn't seem to have spec texture and the armor came from Skyrim mod, which someone have converted to FO4 already)
In-game, the mesh, material, texture loaded. But not for long. It only last 5-10 second then the game decided to ctd. I did a fix by removing the wing from nifskope, it fixed it. So my suspicion is on the wing, but I can't actually tell what's making the wing to be the cause of ctd
What I haven't tried:
1. Removing the glowmap to see if it was the cause
2. Texture for _s.dds doesn't exist to this armor
3. This one is clueless... Opening nifskope to check if the nodes are causing it. But then again, I'm clueless on that part
Now I did post this to forum, but I was wondering if glowmap was a cause to ctd
The wing I tried to use, the glow map I recently added causing to the reason of CTD. I didn't crash as last time
The question is now tho, what's causing it ? I've followed the steps here. Unless this requires speculation map, or I have to use Skyrim's glow map tip... assuming it's different method
I fixed it
It was probably my 2 dumbass thing that I forgot to do
1. Texture location is missing at nifskope. But this maybe not the case due to the fact the texture are loaded even without glowmap
2. I forgot to set the image to be DXT 1 and enable Mipmap
EDIT: It's when I hit "Glow Mask" that crashes the game. How do I fix this?
Yes, I'm way late to this party, but I just wanted to say thanks for the detailed answer. I just wish more modders would take the time to offer such well explained tutorials (especially regarding scripting, an art which has eluded me regardless of my efforts). Thanks for everything!
So, I found your tutorial a few months ago and it's helped me immensely since. I've now created custom glow for most misc items in the game (making just one edge glow makes it so much easier to not miss them in the world), goggles, weapons, Power Armor, and others. When I first learned how to retexture, I didn't realize the whole new world of adding glowmaps would make such a difference! Thank you for making such an easy to follow tutorial!
Now, though, I have a question. I'm wanting to make the green light and red light on the Marine Armor Helmet glow green and red (respectively). If I understand correctly, the only way to do this would be to double the .nif file and have separate glowmaps and emmisive colors for the 2 parts. Is that correct? If so, this represents a problem as my knowledge of .nif files is about as basic as it gets! I've tried to find tutorials on this but either they don't exist or my google-fu isn't strong enough. I doubt it's as easy as 1. copy nif 2. make material file 3. play game. I would assume the process would be the same as adding environment mapping to an item with a glowmap but I'm just kinda lost as to how to proceed. Any chance you might make a tutorial on how to do this?
Either way, thanks for the tutorial. It's good to see when someone is willing to teach others how to do something for themselves instead of doing it for them.
Thanks
Watch
So, just in case anyone else is having trouble finding the answer to my question (how to get multiple colors glowing on 1 model), you simply use a black and white GlowMap. Set the emission color to white. This means the color of the glow is reliant on the color in the texture, so multiple colors are possible.
I haven't tested this yet, but it seems pretty clear on the front page. If I've got this wrong, please send a slap in the head via air mail (I'll cover shipping) and lemme know the correct way.
Thanks
Watch
Is it necessary to uncheck Environment Mapping?
Very helpful guide !! Thanks again !
jokes aside this should be very helpful