That was my intention … Or at least look the colour. (I also have larger versions, which I tried adding light to. That sort of works, but I had hoped to have them look the part without extra lighting if possible.)
NWN2 uses between 2 and 4 texture files for any .mdb object. The main texture (“diffuse map”) and the bump texture (“normal map”) are compulsory (the first one gives the object its base colours, the second one its 3D details).
But you can also add a tint map (where red, green and blue channels correspond to the color1, color2 and color3 settings in the placeable blueprint.)
Finally the self-illumination map (or “glow map”) is used for making the object glow in the dark, as its name implies.
The good news is that even if the standard object doesn’t have the glow map you can add one with a special effect (.sef) file.
These placeable are useable scaled down crystals of the “TINT” type: Crystal {B02 (X2) [TINT]}
I even added the “fx_light_white_05” sef (and other related colours sefs) to help make the placeables “glow” the colour I had made them. However, they remain drab looking and dark in the game itself.
The lighting for the are has been turned “off” (all black), but does have “lights” from torches or magical lights lighting the area. I was hoping these tinted crystals would even add an element of “light” from their shining presence, but they do nothing.
Can you try using/making a Crystal {B02 (X2) [TINT]} in your module to see if it’s just me?
I tried using your crystals , but ran into a problem as I tried to setup the blueprints with my newly setup placeables 2da for them.
I thought you may like to know. (Image below.)
Any idea why it would do that for me?
All I had done was change the 2da rows and was in the process of setting the correct model/image with the correct blueprint for said 2da row. I have not had any problems doing this sort of thing before, but as soon as I went to do the second crystal, the error struck and carried on after that. Had to control-alt-del end task to get out.
The appearance is not set in the blueprint (in the properties window, at the top), presumably due to the 2da change. If you have an area open and have the blueprint selected, when the mouse moves over the area window the toolset tries to place the object, which is invalid due to appearance issue.
If you close the area window you can set appearances without this issue. Once there is an appearance set, you will not see the error.
After checking a few mdb, I noticed that the glow part of the placeable is named after the placeable with a _g at the end.
For instance, for plc_crystal, the glowing part should be named plc_crystal_g (and of course its UV mapping match the glowing area on the self-illumination map).
Sorry for the oversight.
I managed to import and setup your crystals by avoiding opening an area as you suggested, so thanks for that!
@ 4760: I noticed that the crystals ARE ALSO WITHOUT COLOUR IN THE TOOLSET when the lighting is switched to that being used in-game. I had not tried that before, and so it appears that the tints do lose their colour subject to the surrounding lighting. I was not aware of that. I guess I was imagining “glowing” as opposed to colour that cannot be noticed in low light environments. The good news is that Kamal’s crystals DO glow in the darker environment.
Yes, that’s correct. But as you said, it’s for the map. For the placeable itself, it looks like the glowing part ends with a _g (inside the .mdb)
However I’m not sure if it’s really compulsory or if it’s a naming convention, since mobile glowing parts don’t end with _g but still glow in the dark.