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Metallic texture

mardonius

Chieftain
Joined
Nov 11, 2023
Messages
27
I want to give metallic reflectivity to nif model. In blender, it is easy to learn because manuals tell you to use specular layer, what numbers to give it.
But it isn't blender that will render the textures for us, it is a different renderer inside civ4. Civ4 seems to see only 2 layers, diffusive and "gloss" (where blender recognises many layers). Though i've tried to change some values inside nif files, i really don't understand to impart or control the metallic shininess.
 
look at how the models are built and remember that in nitrishape you have to add yes and enter a number.
 
Hey mardonius! Here is an attempt I made as a quick guide to adding Gloss and Environment Lighting. With these steps, I've been able to add a metallic gleam to converted units.

I would also recommend adding gloss and lighting at the very end of the creation process. In my experience, if you re-import into Blender, it will wipe your gloss slots upon export.

Fair warning: I more or less "reverse engineered" my method for adding Environment Lighting, so it may not be optimal. If any of our venerated Elders can light the way with a better method, I would be very grateful. Hope this helps :thumbsup:

Armor Only Lighting example.JPG
 

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hello mardonius

There are several textures midsole seems to allow - I did once set up a definitive test to see how they all rendered, then lost interest and went back to eating worms or whatever it is I do. You should be able to attach a glow texture to models; again, I can’t tell you how effective this is and what it does in terms of eye-candiness, but these are part of the NiTexturingProperty of the mesh There are also two settings.

There’s a second bunch of stuff (a technical term only us professionals employ) under NiMaterialProperty. I think you are aware of this - you can fiddle with tiny maddening clickers and alter the ambient, diffuse, speculative, and emissive properties of the mesh. Almost every bit of civ4 art is 111 111 000 000. When tantanmen and I were fiddling with non-civ4 imports, they had different values: always a bit darker. My conclusion was - and remember I eat worms - other game environments are very well lit, and the models we are using normally have really important bits of them disabled (it’s easy working with no shaders rather than shaders). There is also a glossiness setting here … aaaaaaannnndddd I can’t remember what it does, not an awful lot, I did test it a bit when I wasn’t so distracted by annelids. and I have idea it is actually inverse, so 100 is dull as my glue-sniffing damaged brains and 1 as shiny as my worn Doctor Martens. I *do* have an issue atm with a rather shiny bit of unit art … now this has an environment light on a weapon; this shouldn’t be the probllem as it is stuck on one node with a shield. The main body of the unit *does* have an unusually high emissive setting in the NiMaterialProperty of 111 (Red, Green, Blue so white effectively), usually 000 as I said; originally it was an armoured knight sort of thing, and I repurposed it as an unarmed horseman sort of thing. I’m going to change this (making it apparently black, non-emissive: what does it mean eh?) and get back to you, but you might like to have a fiddle with this setting and see if it’s what you want; the glossiness here is ‘10’ pretty much a default civ4 setting, so I suspect this isn’t the issue Let me know if you need further help, and realise even after years I am a total amateur. It’s gentleman and players, mardonius. No real aristocrat wants to be seen trying that hard. Also I don’t do Blender … it’s like piano accordions, mardonius. At best, a gentleman might know how to play one … but choose not to do so. And certainly not because I’m too lazy and stupid to learn.

Finally the NiMaterialProperty settings - I think they can be used for more subtle effects, focusing on maybe (if you so choose) on a hint of red, or a shinier but not really obvious grey glow. Again, I’m still struggling adding warrior with leopard shorts_128 skin from 2008 or whatever. Keep us up to date on your experiments and findings, it’s all grist to the mill.
 
A lot of things are invisible in NifSkope, but shine inside civ4 game. It takes a long time then to experiment with nimatrerialprop numbers. You need to change something then load the game again. I will do it some, see what happens.
Mostly, i changed contrast&brightness in the GLOSS material files. You also need to change gloss boolean value to yes, or the gloss will never be turned on. Later, i'll post something show result of what i did.
I think you should just say no to the glue scene. All the american journalists hated nancy reagan because she wanted to take their cocaine away, but she had the right idea.
 
Yo dawg

I think the ‘pedia renders things differently too … so yeah loading a game is the real test; as I really enjoy moving my little people around the game world, tests take as long as a large portion of the game … so patience is needed. Glue: cheaper than coke, and useful in a household context too. Yeah try specular settings, you could also try a brighter gloss texture: I vaguely remember a test with a bunch of helmets, one of which I’d run the gloss texture through the glow slot - the effect was different. You could set up a mesh of units with each component testing a different effect … for efficiency, as I said I’d rather be gaming than testing. Edit: this is pretty easy to do in nifskope, it might be painfully annoying in Blender, so if you need some quick editing, let me know.

As I am now, like a mature adult without regular employment (but a vast collection of Christmas candy).
 
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What i was involved in re this topic was the ancient statues set for heroic & national epic buildings. These i started during the epidemic...last summer i uploaded them to be resource here. Then i didn't know blender at all, took units and inserted them atop a pedestal i took from Gods of Old mod, then changed the color balance of their DIFF material files in adobe photoshop to be golden-yellow. Also, i discovered to write the name of the hero with 6 or 8pt type on the dds material file. There are latin, greek, hebrew, phoenecian, cuneiform fonts you can find around. Now, i try to make the statues look more metallic. Below you can see my progress.
Leonidas!.jpg

The result is it makes a difference in civilopedia entry, but not much to the nif models which appear in the civ4 cities. By the way, molon labe is come and take them in greek, which king leonidas told xerxes when he ordered spartans to lay down weapons.
 
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Okay, i have tried to use NiMaterialsProperties settings so i will report my results.
Changing Glossiness number from default 10 to either 0 or to 100 does nothing to either nifskope or civilopedia window picture. I don't think civ4 even reads this number.
The color settings ambient, diffusive, specular, and emissive will show up in nifskope. The 3 numbers are the RGB color channels: 111 will turn all color channels on, 000 will turn them all off. The diffusive one is the most powerful. 011 will turn the red off, and tinge the picture green in nifskope, but turn the whole unit pure green inside civ4.
100 in emissive will make the edges of unit reddish in nifskope picture, and will make the side of the unit in shadow glow orange in civ4.
Changing values in specular doesn't do much in nifskope or civ4.
Ambient changes the color of light that goes to unit in nifskope before it sees the unit's material colors--100 will send it red light and make the edges look reddish. I don't think it will do anything in civ4.
Maybe these settings do something else in a different game.

The glow...i've never seen anybody try to put in a dds file for glow. I've seen glow be involved in great prophet's animations. I deleted that before i made some prophet into a statue. I wouldn't guess how to use glowing halos.
I've seen blender particle emitters be fairies that float around magic elf trees or whatever, but i can't imagine how to bring that into civ either.

I've learned some blender, to draw the wireframe, to attach the dds material file, to create the uv-map, stretch the faces and rotate them to get the most pixels out of smaller dds images. These are important procedures that nifskope isn't equipped for. Most everything else blender does gets erased in a nifswap. But i get what you meant about the accordion. Weird Al Yankovic was the last guy to succeed with an accordion.
 
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Ah yeah thanks! Sure I knew some of this at least in the past … preliminary test is negative; I switched the speculation from 111 to 000 on a shiny horsemann(a retextured knight-south-American) but … it’s still shiny. And it’s taken all this time for it to pop up again in-game. Sadly … I might not have applied the same change to the shader, plus a number of things that does funny stuff (no gloss texture being read, for example); one of the logs reports missing textures // your bronzey statues will have a home eventually as unique epics, the Spartan ‘non serviam’ when the inevitable comes and poor old Greece gets reduced to bunch of proud independent city states (complex chiefdoms really). Ooh with Helen as a leader … I think I had a Leonidas too (anyone either a big metal hat on). Would like to get a number of Greek city states going … they end up close together and hate each other if you use a map localizer. Fortunately I lack the ability to make distinctive leader heads quickly … always wanted an Essex civ with Matthew Hopkins (witchfinder general; puritan hat, beard, nasty person) to lead. Image is the river Colne (the ‘Col’ in modern Colchester; up the valley side 300m away is the old oppida and colonial that civ4 Boudicca torched, there’s still a burnt layer when you’re digging footings … I miss it, rivers, ducks, saltmarsh; just got back. It is lovely even in the winter. But: until I moved to dry Sussex I got eaten by mozzies every year. They love me, if I go back in the autumn I can hear the sound of very small tables being set with cutlery …
IMG_0139.jpeg
 
Some of the things i wrote above are wrong.
If you look at fantasy buildings nifs, they use glow for the light from hanging lanterns and windows of the castle. This is the same procedure as having a b/w gloss dds file, putting a glow dds file in as a source, changing glow boolean from no to yes. But i think what i discovered above is that nobody uses gloss and glow in the same nif because they compete with each other.
Also people have used NiMaterialsProperties emissive set to 100 to create a glowing magenta bar to hover above science fictional buildings of the sort in Dune mod.
 
Useful stuff Marconi’s - so it’s either glow or gloss check. Will set up a test to see if you can spot the difference now
 
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