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Body / Face Shine Textures


e4syyy

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Posted

It's most likely XEO's fault if you're using that. Disable any XEO mods and reset your bfacetexturing and see if that works.

 

XEO also causes major problems with body textures of any worth.

Posted

First thing to do, check your character meshes and see if you have the face_n.dds, or whatever it's called. You could just be missing the normal map for faces.

Posted

First thing to do' date=' check your character meshes and see if you have the face_n.dds, or whatever it's called. You could just be missing the normal map for faces.

[/quote']

 

I would just open the (face)_n.dds file [(face) being the the head texture used by your race] and resave it without the alpha channel, i.e. in dtx1 format. You probably need photoshop or gimp that has dds plugin installed. This would usually give it a nice shine.

 

Alternatively, your body texture has to come from somewhere, so usually there should be a set of face textures to go with the same race. It might be just as simple as reinstalling the race.

  • 3 weeks later...
Posted

Yeah, a big problem with XEO is that it uses its own textures for heads, but then uses "vanilla" textures for bodies. So your characters are displaying custom body textures while their XEO heads are ignoring the custom faces that you presumably also installed.

 

As mentioned before, you could snag those custom face textures and rename/replace the individual XEO faces, but XEO adds so much content that that's a major hassle in the long run, especially if you're also using XEO NPC replacers. The bigger headache comes from XEO's custom ears for which there are no alternative textures you could simply drag and drop. For those you'll have to do your own editing and matching.

Posted

I have a certain question on the matter of shine and gloss. I know some races utilize the *_n.dds normal map files, while some unfortunately don't. Is there a way to for example force the use of *_n.dds normal maps by a certain race?

 

The case is - I applied new Carrier Race textures found on SHY, making at the same time a race called "Carrier_Alt" via CS with the mentioned textures. Problem - the Carrier race doesn't originally use *_n.dds normal maps, so my "alt" race doesn't use them at all :(. I'm unfortunately not to nifty with Photoshop to edit the *.dds face file myself to add the alpha channel to it :(.

Posted

I have a certain question on the matter of shine and gloss. I know some races utilize the *_n.dds normal map files' date=' while some unfortunately don't. Is there a way to for example force the use of *_n.dds normal maps by a certain race?

 

The case is - I applied new Carrier Race textures found on SHY, making at the same time a race called "Carrier_Alt" via CS with the mentioned textures. Problem - the Carrier race doesn't originally use *_n.dds normal maps, so my "alt" race doesn't use them at all :(. I'm unfortunately not to nifty with Photoshop to edit the *.dds face file myself to add the alpha channel to it :(.

[/quote']

 

Just make it, all you need is a dds plugin (download the Nvidia one) and then copy your texture, throw into a new file, Filters -> Nvidia Tools -> Normalmap filter, click ok. Then change to Channels, click new layer button and it will create an Alpha channel. Change it to white for gloss, black for no gloss. Then Save it as a DXT5 DDS file. Same name as your main texture except with _n.dds at the end.

Posted

As I wrote earlier, I want to force the race to use the *_n.dds since it's easier to tinker with the race itself in CS later on. Merging the texture *.dds file and the normal map *_n.dds forces me to redo the whole *.dds file each time I want alter the gloss/shine of my custom textures :P. I want to avoid it at all costs, if there IS a way to force Oblivion to use the normal map file for a custom race.

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