Difference between revisions of "Reskinning Rudiments"

452 bytes added ,  13:48, 11 April 2006
m
additional info on "_n" files
imported>Darknel
 
imported>JOG
m (additional info on "_n" files)
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for reasons I'm going to come onto.
for reasons I'm going to come onto.
Each Nif has a standard DDS and also an _n.dds. The latter stands for normal and refers to "normal mapping" see below. The n_dds also has an alpha channel which controls the way light interacts with the suface.
Each Nif has a standard DDS and also an _n.dds. The latter stands for normal and refers to "normal mapping" see below. The n_dds also has an alpha channel which controls the way light interacts with the suface.
You can use the same "_n.dds" file for several textures by using an underscore ("_") and choosing the texture-names in such a way, that the text before the "_" is the same as in the "_n" file. The textures "texture.dds" "texture_1.dds" and "texture_2.dds" for example, will all use "texture_n.dds" as normal map.
Also keep in mind that the "_n" file is required. When you forget it, there will be display problems when the object is moved in-game.
  Some Nifs also have a _g.dds which relates to a "glow map" (these are  
  Some Nifs also have a _g.dds which relates to a "glow map" (these are  
  outside the scope of the current tutorial, but I will eventually get around  
  outside the scope of the current tutorial, but I will eventually get around  
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