Looking for an ACTUAL Glow Map creation tutorial for NWN2
#1
Posté 27 janvier 2012 - 10:51
I've been trying to add a simple glow map with Photoshop to a custom critter and have not had any luck. I seen a tutorial that talks ABOUT glow mapping, but doesn't offer any help into actually creating one step by step for NWN2.
I know it can be done...just would like to learn how.
#2
Posté 27 janvier 2012 - 11:08
http://img24.imagesh...6/materials.png
A building I retextured adding glow maps.
http://img19.imagesh...272/tavern4.jpg
I had to detach all the window polygons into their own object and apply the glow map to it.
Modifié par IAmDeathComeForThee, 27 janvier 2012 - 11:28 .
#3
Posté 27 janvier 2012 - 11:49
#4
Posté 27 janvier 2012 - 11:53
#5
Posté 28 janvier 2012 - 12:06
#6
Posté 28 janvier 2012 - 01:12
Have you ever done a re-skin? I guess I should have asked that first. If you have not, then look for a re-skin tutorial. If you can't find one, let me know or post a thread. I've done several and Chaos Wielder has done a ton. I'm sure there are other modders on the boards who have lots of experience as well.
#7
Posté 28 janvier 2012 - 01:18
Black dragon glow skin...
You will notice that the name of the file is the same as the normal black dragon texture, with nothing but an _i added to the end.
Modifié par M. Rieder, 28 janvier 2012 - 01:18 .
#8
Posté 28 janvier 2012 - 04:15
Do I have to use GIMP? I have it, and I also have photoshop...some steps would be nice, since everyone is telling me different directions.
#9
Posté 28 janvier 2012 - 04:23
#10
Posté 28 janvier 2012 - 04:59
2) Find the skin of the creature you want to modify in materials. Should be a .dds file
3) Unzip it to another folder for modification.
4) Use the graphics program of your choice to edit the skin file. Note: Your graphics program must be able to edit .dds files. I use gimp and you can search google for an add-on to enable .dds on gimp. I don't know about photoshop.
5) Add in only the glowing texture you want. This is the tricky part. You need to have an understanding of how the skin fits the model. Taking some time to examine the original skin should help you understand what goes where. Take your time, at first it looks pretty confusing.
6) After you decide what should go where, paint in the colors in the area that you want to glow and save the file as it's original name with an _i behind it.
That's it.
So if you want to take the black dragon skin that I posted above, you would look at the file c_blackdragon.dds to get an idea of where you may want to put some glowing marks on the creature. Then you want to add in the glowing marks and get rid of everything else. Then save as c_blackdragon_i.dds.
I assure you this method works. Just put the skin I linked above in your override and open the black dragon model in the toolset.
#11
Posté 28 janvier 2012 - 06:35
To clarify some of your steps...
M. Rieder wrote...
5) Add in only the glowing texture you want. (add it in where? On the texture? On a new layer? Where??) This is the tricky part. You need to have an understanding of how the skin fits the model. Taking some time to examine the original skin should help you understand what goes where. Take your time, at first it looks pretty confusing.
6) After you decide what should go where, paint in the colors in the area that you want to glow and save the file as it's original name with an _i behind it. Just paint on the texture??? Really?
That's it. Most definently not it.
Here is the texture I'm working with in Photoshop. It's the gray render from the Vault:

Here is the area to make glow (note the glowy eyes):

You're telling me, by your instructions that I just draw on this texture and save it with an _i at the end and it'll work?
#12
Posté 28 janvier 2012 - 06:44
#13
Posté 28 janvier 2012 - 12:02
2) an emissive map is just a diffuse map with only the glowing parts within the rgb channels. the alpha channel hides everything else too. to get only the black parts you have to know how your image editor works. just select the parts you want to glow and fill the rest with black. it's simple as that^^
3) format is dds with a compression of dx3 or dx5.
4) i made you a glowing map and reexported the gray render. just download here and place into your override folder!
Modifié par -Semper-, 28 janvier 2012 - 12:09 .
#14
Posté 28 janvier 2012 - 06:19
#15
Guest_Chaos Wielder_*
Posté 28 janvier 2012 - 06:22
Guest_Chaos Wielder_*
#16
Posté 28 janvier 2012 - 06:46
Chaos Wielder wrote...
I wrote a tutorial too, you know: http://shagretnwn2.b...lar-demand.html
ah, forgot about the mdb cloner
in this case you don't have to export the model. just relink the glow map there and save it. neat lil helper^^
you can even rename your model through cloning to c_grayrender_cl_body02. now you have the original gray render and the modified one so you're able to switch between both looks within the armor tab.
Modifié par -Semper-, 28 janvier 2012 - 06:50 .
#17
Posté 28 janvier 2012 - 06:55
#18
Posté 28 janvier 2012 - 07:25


There will be further revisions, but there's the proof of concept.
#19
Posté 28 janvier 2012 - 07:37
They don't look all that mimsy, though. I expect my Moth Raths to outgribe a lot, too!MokahTGS wrote...
Alright...so this is the first attempt at the modified glowing texture for the Mome Rath creature in Jabberwocky.
#20
Posté 28 janvier 2012 - 07:58
The Fred wrote...
I was going to suggest CW's tutorial, though I don't think (IIRC) it mentions that models without glowmaps don't work - I think Semper's point on having to add the map covers this, though.They don't look all that mimsy, though. I expect my Moth Raths to outgribe a lot, too!MokahTGS wrote...
Alright...so this is the first attempt at the modified glowing texture for the Mome Rath creature in Jabberwocky.
Mome rath are not mimsy, which is a combination of the words miserable and flimsy, which describes the borogoves in the poem. The mome rath are outgrabed, which seems out of sorts...which they are.
#21
Posté 28 janvier 2012 - 08:16
I'm drawing many of my creatures from these interpretations, but also taking my own artistic license, to make it fit into a playable module.
#22
Posté 31 janvier 2012 - 06:53
http://nwvault.ign.c...ls.Detail&id=60
I began with this one and found lot of informations in it.
By the way, fine creature you created here
Modifié par phil76, 31 janvier 2012 - 06:53 .





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