Difference between revisions of "Retex Troubleshooting"

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898 bytes added ,  01:48, 4 June 2006
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imported>Darknel
imported>Omzy
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:Textures\My_mod\New_Armor\my_Great_Cuirass.dds
:Textures\My_mod\New_Armor\my_Great_Cuirass.dds
:Textures\My_n.dds
:Textures\My_n.dds
Some textures (armor for example) require a glow map. A glow map is a texture that corresponds with the amount of "shininess" an object shows when struck by light at different angles. These work in retexturing much the same way as the normal map. The glow map simply has _g behind the filename. So you might need 3 files:
helmet.dds (texture)
helmet_n.dds (normal map)
helmet_g.dds (glow map)
When editing a currently existing texture, one can use the original normal and glow maps and copy them to work for the new texture. If you are retexturing silver armor and rename your new armor silverNEW.dds, then you should copy the normal and glow maps from the silver textures and rename them silverNEW_n.dds and silverNEW_g.dds. Although the armor will look fine in the editor without the glow map, it is good to have in-game if you want your armors to glow so that your mod looks more professional.


==Black Texture==
==Black Texture==
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Now the texture won't appear in the Nifskope render window (which is why those using Nifskope as an aid to drawing textures will need the step above) but the texture will appear correctly in game and - crucially - will do so for everyone else who has the correct meshes and textures folders within their Oblivion\Data directory.
Now the texture won't appear in the Nifskope render window (which is why those using Nifskope as an aid to drawing textures will need the step above) but the texture will appear correctly in game and - crucially - will do so for everyone else who has the correct meshes and textures folders within their Oblivion\Data directory.


[[Category:Solutions]]
[[Category:Solutions]]
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