Item ligth emission?

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Hey all,

I just started creating own mods for Witcher 3 on PC using the ModKit Tool.
My first project is to replace an item (sword) with an own model designed by my own in Blender.
I was able to import it including textures and have it in the game :)

However, I would like to add some glowing/lightning (ligth emission) to it.
I already searched the web how to do this but did not find anything.

It should be something like in the mod for the glowing eyes of the witcher medalion: https://www.nexusmods.com/witcher3/mods/4687
But I don't know how to do this.
Also I would like the weapon to have some lightning effect like a torch for dark rooms.

Can anybody give me hints how to achieve this?
 
A few years ago, I did something that might be what you're looking for (These images are old, very old, but it must be more or less that)


 
That looks indeed very cool. Might be what I am looking for.
Though I guess for lightning up a dark cave a bit I would need to somehow increase the intensity.

How did you do this?
 
You need to create a glow texture of the desired color, as if it were a normal transparent map
After that, your material needs to have a second layer
For example: Material 0 and Material 1 containing a blade
Then you must apply the texture to one of them and in the XML do this:



Glow Texture:

 
Thank you very much for this information. Now I have an idea on how to add the glowing effect.

I added an additional texture (png including alpha channel) but it is not displayed transparent in the game.
Thus, the transparent part is just black covering the underlying material.
(In Blender it is display correctly though)

I imported this new texture with `wcc_lite import -texturegroup=CharacterDiffuseWithAlpha`.
The corresponding normal map is by the way an png without alpha channal.

How do I 'activate' the transparency / alpha channel usage of the texture?
Post automatically merged:

My question is actually related to another (unanswered) tread: texture modding help alpha
 
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