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. | ||
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 | 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. | |||