![]() Use DXT5 or BC7 if the texture needs smooth partial transparency.Use DXT1 if transparency is not needed, or if only full transparency is needed.All other textures will only be detail additions and effects. This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. It can also be used for an RGB backlight map. This slot is also used for the specular map for meshes that use model space normals (NPCs). Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). Subsurface tint outer color / Specular map / Backlight map Subsurface Tint / Specular / Backlight map Black is no environment map and white is full intensity environment map (refer to SLOT 5 for environment map).įor inner layer depth, black is minimum depth, white is maximum depth. Used for depth levels in parallax shader (broken in vanilla Skyrim) and Multilayer Parallax.Īmbient metallic color reflection of light.Įnvironment map mask. Normal map similar to PBR, for specularity in your alpha channel invert a roughness map or insert a PBR specularity. Following UV Mapping Best Practices will help to prevent errors in your model.ĭiffuse map (base color and ambient occlusion)īase Color and additional contrast, darkness, desaturation Textures are applied based on the UV map created during 3D modeling. Be sure to select the proper shader type, and activate the desired shader flags, for your model to be displayed correctly. But when a mesh uses the Skin shader, the same slot is used for skin tint. For example, when a mesh uses the Glow shader, slot 3 is used as an emissive map. Some slots are reused for multiple different purposes. These textures are typically referenced in the BSShaderTextureSet block, as shown at right. NifSkope uses zero-based numbering, so the first slot is Slot 0, the normal map slot is Slot 1, etc.Īll textures used by Skyrim are DDS (Direct Draw Surface) files (with a few exceptions, such as menu art). This block has no effect in SSE (no parts fade out individually). ![]() This is used in LE to make small details on architecture nifs fade out before it is replaced with an LOD model. In fact, SSE nifs use less precise values, so LE nifs are recommended regardless of which version of the game you are modding.īSLODTriShapes are the same as NiTriShapes, except that they fade out some distance away. However, LE nifs work fine in Special Edition, and do not need to be converted. They can be converted back and forth by nif converter tools like Cathedral Assets Optimizer or SSE Nif Optimizer. They are not widely supported by nif import and export tools, and cannot be manipulated as easily within NifSkope. It contains the vertex weighting to handle limbs being dismembered from the base mesh, and deform during animation.īSTriShapes, used in Skyrim Special Edition, combine the NiTriShape and NiTriShapeData into a single block.
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