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detail or glow texture in material editor


Indarello

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Posted

Somebody know how to enable "glow" texture or "detail"?
I have this texture but dont know ho to apply it in material editor

This is what I have and I want
 

Spoiler

111.png.e8c2edf53e173bbb7afa98a931ff694f.png333.png.ccf52e952e1b62c71b58e1750369551f.png

 

Posted
59 minutes ago, Indarello said:

Maybe someone know how to make texture blink? I mean appear on 3 sec and than dissapear on 3 sec, better with fade in/out 

I don't think you can do that with only the material editor.

 

There's a lot to cover though it's not too difficult. You'll need to add a controller to the EffectShaderProperty of the mesh which has the texture you want to 'blink'. The best thing to do is look at an existing mesh in nifskope which has the effect you desire. And have a play around with it.

 

BoSDistressPulserGlowing (select the shape which represents the light behind the cage)  has a shape with a EffectShaderPropertyFloatController which does a fade in/fade out blink effect on one of the textures. It uses emmissivemultiple as the controlled type. I think there's a few different ways to get a similar effect, I know I use alpha as the controlled variable when doing something similar in Skyrim. So actually fading in and out the texture instead of adding a controlled glow to it. I think for what you're trying to do you're best copying how it's done in BoSDistressPulserGlowing.

 

For the BoSDistressPulserGlowing look at the key values in NiFloatData. They control the timing and level of 'fade'/emission of the texture effect.

 

When you come to make your own. Remember you'll need things like an AlphaProperty on the mesh as well as the appropriate flags to allow the controller to function. Try to recreate the structure of the TriShape that you see in BoSDistressPulserGlowing and copy over the values. Tinker with the key values to get the timings you want.

 

You can have multiple controllers but this requires a controller manager. So you can have the texture glow pulse and also scroll for example. Good examples to look at for those are things like flare explosion effects.

Posted
7 minutes ago, Carabosse said:

I don't think you can do that with only the material editor.

 

There's a lot to cover though it's not too difficult. You'll need to add a controller to the EffectShaderProperty of the mesh which has the texture you want to 'blink'. The best thing to do is look at an existing mesh in nifskope which has the effect you desire. And have a play around with it.

 

BoSDistressPulserGlowing (select the shape which represents the light behind the cage)  has a shape with a EffectShaderPropertyFloatController which does a fade in/fade out blink effect on one of the textures. It uses emmissivemultiple as the controlled type. I think there's a few different ways to get a similar effect, I know I use alpha as the controlled variable when doing something similar in Skyrim. So actually fading in and out the texture instead of adding a controlled glow to it. I think for what you're trying to do you're best copying how it's done in BoSDistressPulserGlowing.

 

For the BoSDistressPulserGlowing look at the key values in NiFloatData. They control the timing and level of 'fade'/emission of the texture effect.

 

When you come to make your own. Remember you'll need things like an AlphaProperty on the mesh as well as the appropriate flags to allow the controller to function. Try to recreate the structure of the TriShape that you see in BoSDistressPulserGlowing and copy over the values. Tinker with the key values to get the timings you want.

 

You can have multiple controllers but this requires a controller manager. So you can have the texture glow pulse and also scroll for example. Good examples to look at for those are things like flare explosion effects.

Thanks, BoSDistressPulserGlowing is name of nif? In fallout4meshes archive

Or this is object in creation kit?

I was thinking to check how elevator buttons are working as example

Posted
1 hour ago, Indarello said:

Thanks, BoSDistressPulserGlowing is name of nif? In fallout4meshes archive

Or this is object in creation kit?

I was thinking to check how elevator buttons are working as example

 

BoSDistressPulserGlowing is the name of the nif yes. Nifskope has a built in bsa viewer so you can load the fallout mesh bsa and filter by nif name. (I remembered using that particular nif as a template for some glowing lights on ZAP in Zodiac so that's why I used it as an example).

Posted
11 hours ago, Carabosse said:

 

BoSDistressPulserGlowing is the name of the nif yes. Nifskope has a built in bsa viewer so you can load the fallout mesh bsa and filter by nif name. (I remembered using that particular nif as a template for some glowing lights on ZAP in Zodiac so that's why I used it as an example).

I dont know why this dont work,

I copied branch from nif and paste branch, and nothing work

If I change alpha for 0.0 sec top 0.8 (as I right understand) it changes only in nifskope and become a bit visible

but in game fully invisible

it need some code to start working?

Spoiler

444.png.b95a3fe172aa34d2f5779e3825159cd7.png

 

Posted
3 hours ago, Indarello said:

I dont know why this dont work,

I copied branch from nif and paste branch, and nothing work

If I change alpha for 0.0 sec top 0.8 (as I right understand) it changes only in nifskope and become a bit visible

but in game fully invisible

it need some code to start working?

  Reveal hidden contents

444.png.b95a3fe172aa34d2f5779e3825159cd7.png

 

 

You don't need any code. There may be an option like random anim start that should be checked (in the CK form). I've never worked with armours, only statics, moveable statics etc.

 

Also I wouldn't just copy the branch for shapes with controllers. I'd start at the root TriShape and add the properties to match one by one, substituting your own settings (timings, source textures etc) where appropriate. Also make sure things like the flags and vertex flags (on the root TriShape) are the same or appropriate for what you want. I tend to have two instances of Nifskope open, one with my mesh and one with the features I want to replicate and I go line by line from the root container. It's a bit of a pain in the bum to begin with but after some trial and error it gets better.

Posted
On 9/25/2020 at 6:23 PM, Carabosse said:

 

You don't need any code. There may be an option like random anim start that should be checked (in the CK form). I've never worked with armours, only statics, moveable statics etc.

 

Also I wouldn't just copy the branch for shapes with controllers. I'd start at the root TriShape and add the properties to match one by one, substituting your own settings (timings, source textures etc) where appropriate. Also make sure things like the flags and vertex flags (on the root TriShape) are the same or appropriate for what you want. I tend to have two instances of Nifskope open, one with my mesh and one with the features I want to replicate and I go line by line from the root container. It's a bit of a pain in the bum to begin with but after some trial and error it gets better.

got it working, problem was in NiAlphaProperty (or maybe also material file)

I used this settings to make it work

111.png.e37e6fbe706cd742e54e783adf44088f.png

 

Still looking way to make such "holo" effect
https://mega.nz/file/Oqo2XbBL#juMKOGCIM4jN9CJ6MFQpw0f8dGdVKHN_AaEwPnxApw8

Posted
On 9/25/2020 at 6:23 PM, Carabosse said:

 

You don't need any code. There may be an option like random anim start that should be checked (in the CK form). I've never worked with armours, only statics, moveable statics etc.

 

Also I wouldn't just copy the branch for shapes with controllers. I'd start at the root TriShape and add the properties to match one by one, substituting your own settings (timings, source textures etc) where appropriate. Also make sure things like the flags and vertex flags (on the root TriShape) are the same or appropriate for what you want. I tend to have two instances of Nifskope open, one with my mesh and one with the features I want to replicate and I go line by line from the root container. It's a bit of a pain in the bum to begin with but after some trial and error it gets better.

https://mega.nz/file/CnQzXISY#7NNQf3ooRRMe_2BO1hbUwOoT-5BzkXkWzsyBbKz0X8k

https://mega.nz/file/CiJBVaBa#BjF27y87jNR3XJWE7lFMm29eeYbmdz6Log4e2BMb2yA
demo result

Posted
5 hours ago, Indarello said:

 

Good progress! Though I think your arms are flashing in the first video ?

 

You could also do a ticker style for the text by making the co-ordinate offsets the controller variable (instead of emission or alpha),

 

 

Spoiler

 

I've always wanted to do rotation as well but I don't know if that is possible. I couldn't see a way.

 

You could even do the faux video like in VotW I suppose (if a bit more complicated). I don't know how it fits in with the lore of what you're creating there but a looping company logo on the front or back would be great.

Posted
58 minutes ago, Carabosse said:

 

Good progress! Though I think your arms are flashing in the first video ?

 

You could also do a ticker style for the text by making the co-ordinate offsets the controller variable (instead of emission or alpha),

 

 

  Reveal hidden contents

 

I've always wanted to do rotation as well but I don't know if that is possible. I couldn't see a way.

 

You could even do the faux video like in VotW I suppose (if a bit more complicated). I don't know how it fits in with the lore of what you're creating there but a looping company logo on the front or back would be great.

This is fire during aaf animation from this mod (location is always sun and I run aaf scene during night time)

Another style like tiker will not fit because this is lewd version of Kara from another game:

https://mega.nz/file/Oqo2XbBL#juMKOGCIM4jN9CJ6MFQpw0f8dGdVKHN_AaEwPnxApw8

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