RedFender
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Posts: 118
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Post by RedFender on Jul 25, 2006 18:00:54 GMT
;D Question. When one says reflection map, is one referring to a env map? Are those one and the same as I think they are? Thank you in advance for bearing with me as I learn...
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RedFender
Cleric
Resident Blender user.
Posts: 118
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Post by RedFender on Aug 8, 2006 14:45:39 GMT
hello is there anybody in there just nod if you can hear me is there anyone home
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Aug 10, 2006 22:21:40 GMT
Yes, I do believe they are the same. -Slayer
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RedFender
Cleric
Resident Blender user.
Posts: 118
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Post by RedFender on Aug 11, 2006 15:26:50 GMT
mmmkay. is there anyone here who has used blender to create a reflection map for a custom item for oblivion? ive read a lot of the tutorials and theyre a little confusing, so i really need help. please someone help me. how does vagabond angel get those cool fancy reflections like on his realistic katanas?
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Aug 12, 2006 2:14:50 GMT
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RedFender
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Resident Blender user.
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Post by RedFender on Aug 12, 2006 21:11:40 GMT
hmmm ???i didnt see anything about reflection maps in that thread
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Post by VagabondAngel on Aug 21, 2006 7:51:58 GMT
I stick them on with super glue. Failing that, if you really want to know... I could maybe try to explain... but tutorials are not my strong point.
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RedFender
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Resident Blender user.
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Post by RedFender on Aug 22, 2006 19:21:59 GMT
ill take your worse explanation over nothing any day. i tried the super glue but all it did was make my keyboard sticky *ahem*. so please, explain away...
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Post by VagabondAngel on Aug 27, 2006 11:27:10 GMT
Ok lets have a go. Open your mesh in Nifskope. Select the mesh and expand the NiTriShape branch. Select the NiMaterialProperty branch within the NITriShape and change the value to EnvMap2. Select the NiTexturingProperty and in the Block View (bottom window) change the Apply Mode value from 2 to 3. I usually make very dark glow map for the mesh when I apply this effect for extra shininess but the main effect of the reflection is governed by the alpha channel of the normal map... very dark alpha and you'll have very little reflection. Make it white and it'll be blinding. That should do it.... not very good tutorial but I think it explains everything.
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RedFender
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Post by RedFender on Aug 30, 2006 13:15:45 GMT
Thanks VA ;D Couple questions. First, is 'Envmap2' a stock envmap that comes with Oblivion, or is that something I have to make before in my modelling program (blender) and then drop into a data folder? If it is stock, can I make my own envmaps and place them in whatever folder the stock envmaps are in, and then refer to my custom envmap in the nif? Again thanks for your help
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Post by Wildman on Aug 30, 2006 16:52:34 GMT
I believe he means to change the string value of the name to 'EnvMap2' in the material property block. if I understand it correct, you need only assign one texture source per tristrips in the mesh itself, and Oblivion adds the extra texture effects itself. So if you name your base texture say, "MySword01.dds". you assign that filemname in the texture source. and then you name your normal map "Mysword01_n.dds", and the glow(??) map "Mysword01_g.dds" my first weapon i plopped in the game had only a base texture. It had issues in the menu screen, not to mention looked dull and crappy. All i did was run the normal map filter for photoshop over my base texture, saved it with a _n.dds, and put it in the folder next to my base file. I did nothing to the mesh at all and it worked. My akaviri ninjato is my own mesh i simply used beth's texture. i only assigned it's base texture in the mesh and the normal maps works just as good as the Akaviri longsword from the game. I may be completely off on my thinking but thats what it seems like to me. I haven't messed with reflection maps at all but thought i might share my little experience with Oblivion texturing.
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RedFender
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Post by RedFender on Aug 30, 2006 17:27:50 GMT
Wildman I think youre correct about the application of normal and glow maps, the engine automatically assigns those based on the name of the color map. However I understand that Oblivion comes stock with two envmap maps, that are applied to glass objects. What I'm guessing at is that when you put 'Envmap2' as a material property and change the apply mode of the texture property to '3', youre telling the engine to apply that envmap, and that the engine automatically knows where to look for that envmap, because the location is hard coded in. I think this is how envmaps are used in Oblivion. So i'm wondering if i can make a custom map, say 'Envmap3', place it in the proper folder, make the changes in the nif, and then the engine will know where to look. Others have said they don't think you can use a custom envmap without overwriting one of the stock envmaps the game comes with, because the engine won't recognize the ref in the nif unless it is one of the stock maps. Anybody have an opinion on this? ;D
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Post by VagabondAngel on Sept 1, 2006 17:56:08 GMT
Dunno, haven't tried it. I had guessed at exactly what you outlined there but hadn't been bothered to try it yet. Let me know if you come up with anything.
As it stands with the vanilla envmaps, they are automatically applied using the material setting - the strength of the reflection is controlled using the alpha channel in the normal map, as I said before. Using that effectively can give everything from a dull sheen to blinding white mirror effect.
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RedFender
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Post by RedFender on Sept 5, 2006 12:22:00 GMT
ahh yes i have envmap2 working, it might be a little too much with my spec property though, ill have to work on refining my reflection map. looks pretty cool though to see it on my own mesh. thanks for the help VA! now to see if i can get a custom gold tinted envmap working...
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RedFender
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Resident Blender user.
Posts: 118
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Post by RedFender on Sept 29, 2006 19:44:44 GMT
Well i looked for the envmaps but could'nt find them. i don't know much about how shaders work, but me wonders if they are included in the shader packages. has anyone ever tried bringing these into max? or found the envmaps?
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