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Looking for an ACTUAL Glow Map creation tutorial for NWN2


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#1
MokahTGS

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 Can someone who knows how write up or knows where to find and ACTUAL glow map tutorial help me out?

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
IAmDeathComeForThee

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The glow map's need to be applied in 3ds max in the materials editor, then mapped onto your object.  You need to add an illumination map to your object.  I don't think you can do it directly from photoshop but it needs to be applied to the mdb file.

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
MokahTGS

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hmmm...well then I'm out for doing any glow mapping...that really sucks.

#4
IAmDeathComeForThee

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I should also point out, i had trouble adjusting the level of brightness when I would export the file. I could make it dimmer or brighter in 3ds max, but IG it would stay at a set brightness, So I had to adjust the brightness and contrast of the texture in photoshop for it to have an effect in the game engine. This is just what I did anyway, there might be a better way to do it.

#5
IAmDeathComeForThee

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If you want you can send me the files and I could look at it for you. Can you make a texture of whatever parts you just want to glow, making the rest of the image transparent? Then I think I could just apply that to the model over top of it's regular diffuse map.

#6
M. Rieder

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I've made glow maps using only gimp. All you need to do is a re-skin. You will need the .dds add-on to gimp for it to save skins. After that, all you need to do is create a copy of the standard skin (.dds file) and then add an _i to it. You will, of course, have to play around with the texture file a great deal to get it just right, but the basics are very simple once you know how to re-skin a creature.

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
M. Rieder

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Here's the glow map I made for the black dragon. Just drop it into your override and pull up the black dragon model in the toolset. It's not a good glow map, I was just messing around, but you can look to see how it works.

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
MokahTGS

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So....how about some instructions...

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
MokahTGS

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I should also point out that I have already followed several tutorials and none of them work. I'd like one that works.

#10
M. Rieder

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1) Open Program Files -> Atari -> Neverwinter Nights 2 -> Data ->Materials
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
MokahTGS

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I've done this previously and it doesn't work.

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:

Posted Image

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

Posted Image

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
MokahTGS

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What format are you saving? how did you get the black only of the dragon texture? I can see your texture work in my toolset, but it is very unclear HOW you did that.

#13
-Semper-

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1) iamdeathcomeforthee is right. you need to reexport the model if there was no emissive map from the start. as the gray has got not glow parts there never was such a map. therefore you can't just slap one into override to get this to work. rieder was only lucky because there already was an emissive map for the black dragon to override.

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
MokahTGS

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Excellent!!! Thank you Semper!

#15
Guest_Chaos Wielder_*

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I wrote a tutorial too, you know: http://shagretnwn2.b...lar-demand.html

#16
-Semper-

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Chaos Wielder wrote...

I wrote a tutorial too, you know: http://shagretnwn2.b...lar-demand.html


ah, forgot about the mdb cloner :lol:
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
kamal_

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Oh good, a Pink Render, by Mokah!:o

#18
MokahTGS

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 Alright...so this is the first attempt at the modified glowing texture for the Mome Rath creature in Jabberwocky.  They are subterranian creatures that eat naturally occuring crystal formations in deep caverns.  Their hide is then infused with the crystal's natural properties, thus the glowing.  They have been described by the few survivors of a mining camp as large, greenish, pig-like creatures that make a horrible grunting noise that echos though the tunnels.

Posted Image

Posted Image

There will be further revisions, but there's the proof of concept.

#19
The Fred

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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. 

MokahTGS wrote...
Alright...so this is the first attempt at the modified glowing texture for the Mome Rath creature in Jabberwocky.

They don't look all that mimsy, though. I expect my Moth Raths to outgribe a lot, too!

#20
MokahTGS

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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. 

MokahTGS wrote...
Alright...so this is the first attempt at the modified glowing texture for the Mome Rath creature in Jabberwocky.

They don't look all that mimsy, though. I expect my Moth Raths to outgribe a lot, too!


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
MokahTGS

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 For those interested, you can find a good listing of some of the nonsense words used in the poem by Humpty Dumpty here.

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
phil76

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I am late and think you have the solution but if you want a good tuto, have you tried this one from Barrel of Monkeys ?

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 .