Author Topic: Nova Class - Glows  (Read 9356 times)

Offline Bren

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Re: Nova Class - Glows
« Reply #60 on: March 23, 2011, 01:13:59 AM »
We're talking about the reflected red light on the hull, not the actual bussard glow.

I'm with the others, keep it, but reduce it's area and strength. Also, the spine reflection looks great, but it petres out a bit too soon, going aft, it ought to really spill a bit beyond the endpoint of the field grills
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Offline moed

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Re: Nova Class - Glows
« Reply #61 on: March 23, 2011, 02:30:53 AM »
Yes, I'm talking about the reflected Bussard light off of the ship.

Offline JamesTiberiusKirk

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Re: Nova Class - Glows
« Reply #62 on: March 23, 2011, 05:10:19 AM »
I'm with moed: Tune it down.  You'd be surprised how much realism you can get through subtlety.

long time no see! and agreed.

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Offline King Class Scout

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Re: Nova Class - Glows
« Reply #63 on: March 23, 2011, 08:03:06 AM »
Shadow: he's saying that it looks too much like P81's take on the trick.  when Mr. Knox did it, he tacked the reflectives right onto the main texture along with the main glows...that made textures even harder to repair,  change, or use elsewhere later.

however, sometimes you do NOT want to get into the "real is Brown" school.  desaturating is cliched because when most companies did it, they OVER did it.
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Offline cordanilus

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Re: Nova Class - Glows
« Reply #64 on: March 23, 2011, 09:59:00 AM »
Well, it's a good thing this technique doesn't have to bake the glows onto the base texture so you can make plenty of changes. :)

As for the NiMultiTexture, there are 5 available slots but the 5th one cannot be used as it will crash BC upon loading the ship.  Seems to be no way around it.  I have been doing extensive testing with this and I do believe that slot 2 is a Light Texture while the 3rd slot is the Dark Texture.    The 2nd slot is much like the glow but it lightens the entire texture.  The 3rd slot does the opposite.  I could be wrong but it is what it seems.

Hey JB, which slots are you using?

Take your Light Map and move it to the 2nd slot and take off the 4th slot.  Give it a try.  Or even add the LM to the 2nd slot (Should see 2 LM's).  I haven't tried that yet.

Offline Jb06

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Re: Nova Class - Glows
« Reply #65 on: March 23, 2011, 10:33:50 AM »
Just using the 4th for the Lightmap & the other two just have the normal texture.

Taken it off the 4th and changed it to the 2nd... LOL definitely a light texture :P


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Offline Nebula

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Re: Nova Class - Glows
« Reply #66 on: March 23, 2011, 11:30:06 AM »
hmm I wonder if this could somehow be linked to an impulse engine mod... say increase power increase glow?
or maybe not... just a thought.
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Offline 007bashir

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Re: Nova Class - Glows
« Reply #67 on: March 23, 2011, 11:33:15 AM »
LOL why not use these technique for thes beeings from Encouter at farpoint?  :P

Offline Dawg81

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Re: Nova Class - Glows
« Reply #68 on: March 23, 2011, 12:19:56 PM »
perhaps some more experimenting is ino order to see how far u can go with these new techniques

Offline Vortex

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Re: Nova Class - Glows
« Reply #69 on: March 23, 2011, 03:35:00 PM »
COOL!! A glow in the dark spaceship. xD

Offline cordanilus

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Re: Nova Class - Glows
« Reply #70 on: March 23, 2011, 03:38:30 PM »
Lol, worth a try anyway JB. :D

But, this kind of glow cannot be modified by script unless you can access the nif code via python, which I'm sure is currently not possible.  Also, I cannot see a way to increase or decrease the glow in percentage through nifskope other than actually making changes on the texture.

Offline Phaser

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Re: Nova Class - Glows
« Reply #71 on: March 30, 2011, 08:39:03 PM »
Just using the 4th for the Lightmap & the other two just have the normal texture.

Taken it off the 4th and changed it to the 2nd... LOL definitely a light texture :P


~Jb

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