I am currently trying to retexture and add some glow maps to another person's mod. I've managed to modify the diffuse maps but am having a lot of trouble getting the glow maps to show up. Any chance you can tell me how you did this, or even better make a tutorial??
So far I have made a _g.dds file wich is black everywhere except where I want my glows, and modifed the "glows/detail map" line in the .esp file for the mod I want to edit using the FO4Edit mod. I don't see any material files anywhere so I haven't changed any of those even though I've tried to make a custom material file by reverse engineering another file with glows. Still no glows
I noticed you have some .xml files so maybe that's what I need? Any help would be appreciated.
Update: Had to find where the correct material file was by opening the .nif file in a hex editor and searched for bgsm. Then I was able to point the mesh to the correct _g.dds file using the material editor tool available on nexus mods. The entire mesh is glowing now and not just the parts I wanted to highlight so still some work to be done.
First of, the .xml files I have is strictly for the FOMOD installer, nothing to do with ingame.
In the .bgsm, make sure that the"bEnvironmentMapping": true is set to false, or remove that line. It seems that if a .bgsm uses enviornmentmapping, the glow ignores the glowmap specified. Also add if these lines does not exist in the .bgsm "sGlowTexture": "yourfilepath/texture_g.dds", "cEmittanceColor": "#00a2ff", Simple hex color, this way you just need to use a black and white glow map and can change this value here, or ignore this line and color it yourself in photoshop, gimp etc. "fEmittanceMult": 2.0, "bGlowmap": true,
Hope that helps, I wandered around in the dark too until I figured this out. Also, if your mesh part have a chrome-look, i.e. low roughness, high metallic values AND a glow map, it will interfer with the specularity somehow and make thigns look really weird. So make sure to either have glow maps OR supershiny specular maps.
Nah, it requires formatting the .bgsm material files to.json , changing some lines and then changing back to .bgsm format and make sure the texture paths are correct.
Stupid question, but will this affect stealth. Great texture though, just cant use if it affects stealth (it's to fun shooting people point blank with a gauss rifle).
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So far I have made a _g.dds file wich is black everywhere except where I want my glows, and modifed the "glows/detail map" line in the .esp file for the mod I want to edit using the FO4Edit mod. I don't see any material files anywhere so I haven't changed any of those even though I've tried to make a custom material file by reverse engineering another file with glows. Still no glows
I noticed you have some .xml files so maybe that's what I need? Any help would be appreciated.
Update:
Had to find where the correct material file was by opening the .nif file in a hex editor and searched for bgsm. Then I was able to point the mesh to the correct _g.dds file using the material editor tool available on nexus mods. The entire mesh is glowing now and not just the parts I wanted to highlight so still some work to be done.
In the .bgsm, make sure that the"bEnvironmentMapping": true is set to false, or remove that line.
It seems that if a .bgsm uses enviornmentmapping, the glow ignores the glowmap specified.
Also add if these lines does not exist in the .bgsm
"sGlowTexture": "yourfilepath/texture_g.dds",
"cEmittanceColor": "#00a2ff", Simple hex color, this way you just need to use a black and white glow map and can change this value here, or ignore this line and color it yourself in photoshop, gimp etc.
"fEmittanceMult": 2.0,
"bGlowmap": true,
Hope that helps, I wandered around in the dark too until I figured this out. Also, if your mesh part have a chrome-look, i.e. low roughness, high metallic values AND a glow map, it will interfer with the specularity somehow and make thigns look really weird. So make sure to either have glow maps OR supershiny specular maps.
Message me if you need more help.