Difference between revisions of "Reskinning Rudiments"

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First some '''vocabulary''':
First some '''vocabulary''':


''NIF = Net Immerse File'' (or Format?)
''NIF = Net Immerse File'' (or Format?)
These are the 3d models used by Oblivion. Some objects (such as armour) have two nifs that operate together (the second one being distinguished by _gnd at the end of its name).
These are the 3d models used by Oblivion. Some objects (such as armour) have two nifs that operate together (the second one being distinguished by _gnd at the end of its name).


''DDS = Direct Draw Surface''
''DDS = Direct Draw Surface''
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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  
  to an   advanced texturing tutorial to cover it).
  to an advanced texturing tutorial to cover it).


''Normal Map''
''Normal Map''
This governs the suface property of the Nif; all the lumps, bumps, scratches and scars.
This governs the suface property of the Nif; all the lumps, bumps, scratches and scars.
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.




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