Crib2Crypt Posted June 4, 2022 Posted June 4, 2022 ok kinda dumb question, but glow maps control where the emisive of nif block shows right? could they be used to change the specularity/shininess instead? or the hue? can effect shaders be shiny or darken stuff or have normals instead of glowing? can they be made to only effect glow maps? can water shaders or the Oblivion reloaded puddle shader be applied to skin? also can you make different armor sound different? like robot pants making piston sounds as you walk, or latex catsuit squeak when you move, or shoes with bells on the end jingle when you walk? what about making a whip crack on contact with stuff/ when swung/
fejeena Posted June 4, 2022 Posted June 4, 2022 Glow maps: black/dark parts = no glow white/light parts = glow No color change shininess in a nif : use nif setting in NiTexturingProperty : APPLY_HILIGHT or APPLY_HILIGHT2 glow maps are no gloss maps. For gloss use Gloss settings in NiMaterialProperty ---------------------------- Don't know if the puddle shader can be used. But Player/NPC can have shaders, so why not the puddle shader. Just try it. For skin wet/puddles/drops usually textures are used. See https://www.nexusmods.com/oblivion/mods/10803 --------------------------- Armor sounds: Maybe you can add sound to a armor nif, but then you always have the sound, not just when you move. So always footsteps, latex squeaking or bells ( And not sure if it is possible, I never saw armor-clothes nif with added sound) The step sound is set to the ground. Rocks can have differend sound as wood nif. But the armor and clothes you wear don't matter. The hit sounds the same. The weapon don't matter. It's the material you hit that makes different sounds. Metal, Wood, Clothing, Organic,... When a whip hit metal you get the same metal sound than with a two-handed sword or a wooden club.
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