Zitat von
http://cs.elderscrolls.com/constwiki/index.php/NifSkope_Alchemy
Some nifs use Glow maps, and look like: Sword_g.dds. Much like the normal map setup, the engine automatically seeks out the _g.dds. They control how the material is affected by darkness. By default, Oblivion's engine will fade a texture to gray as it moves into darkness. The glow map can override that. Take a look at glass armor for an example. Looking at Sword_g.dds in photoshop, we see a graysale image. Black means not affected, and white is fully lit when in complete darkness. There is an alpha channel, but I haven't noticed it doing anything in my tests.
Another neat trick here, is to make a colored glow map. For example, black fading into an intense red. Now, you will see that as displayed in the light there is no red. When in the darkness, You will see the red, and how it fades out.
Say you retextured a chainmail cuirass, but want to use a glow map?
All you need is the glow map file in the correct folder with the correct name and a white emissive color.
The first thing to do is make sure your glow map is named with _g at the end. So if your texture file is 'Sword.dds', then your glowmap would be 'Sword_g.dds'.
Now, go to the NiMaterialProperty in NifSkope and click on the palette icon. Move the Emissive slider to White, and save.
You should now have a working glow map.
You can also assign a glow map in NifSkope. I know of a couple Oblivion nifs that have done this, and it doesn't seem to cause problems. Right click the NiTexturingProperty, and select Texture>Add Glow map. This method is really only good for seeing what you are doing in NifSkope, and only serves to make your nif a little bit bigger in filesize. But it can be handy to see what you are doing, if you need a reference while you are working on your textures.