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Adjusting gloss levels in Nifskope


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Posted

This doesn't seem to produce any effect on the meshes, either in nifskope or in-game. Does anyone know what the issue could be? 

 

I know I'm adjusting the right mesh files, because emissive colors will change the model. 

Posted

Skin gloss?

What are your nif settings?

 

For many pleople gloss 100 is not enough, they use 500 or 1000

 

If you want to change a lot of nif files at once.  ! But Gloss max can not be set above 100 !
https://www.nexusmods.com/oblivion/mods/41213

 

Your texture?

From  https://cs.elderscrolls.com/index.php?title=Retex_Troubleshooting
DXT1 texture ?
Another option, if you require no shine at all, is to save your file with DXT1 compression which ignores the Alpha Channel. This is an easy way to keep file sizes down if your texture is completely matte.

So if your dds and _n.dds is DXT1 you can't get a good gloss.

 

 

Posted

There is a default level of gloss/specularity in-game to the player models, which is probably related to the _n files. If I take custom or non-custom textured meshes, it doesn't seem to matter. GlossMax doesn't alter them. Any value I put has no visual change.

 

I don't think the alpha texture is being ignored, because if I lighten it or color it completely white, it will create a shine, but it has a very different effect compared to the density changes of highlights when changing actual gloss levels, which is what I'm looking for.

Posted

Then I don't kown.

 

.dds and _n.dds with alpha  ( DXT5 or A8R8G8B8 )

512x512  is 341 or bigger

1024x1024 is 1.3MB or bigger

2048x2048  is  5.23MB or bigger

4096x4096  is  21.3MB or bigger

 

Nif settings

NiTriStrips/NiTriShape  name is Foot

NiMaterialProperty  name is Skin

 

Ambient Color = 1

Diffuse Color = 1

Specular Color = 0

Emissive Color = 0

Glossiness = 100 or 500 or 1000

Alpha = 1

 

Or better

Ambient Color =   0.930  /  0.830  /  0.810

Diffuse Color =   0.930  /  0.830  /  0.810

Specular Color = 0

Emissive Color = 0

Glossiness = 100 or 500 or 1000

Alpha = 1

gloss.jpg

 

That's all you need for gloss.   

No gloss texture is needed ( _hh.dds) ... I never saw one.  A  _g.dds  is glow map not a gloss map.

Spoiler

Textures endings
    in a "menu"-folder: User-interface element, alpha is element-mask
    in a "landscapelod"- or "terrain"-folder: World-space normal-map for terrain, no alpha
    "_n"-suffix: Tangent-space normal-map, alpha is specularity
    "_msn"-suffix: Model-space normal-map, no alpha
    "_g"-, "_glow"- or "_emit"-suffix: Glow-map, alpha is a mask
    "_hh"-suffix: Gloss-map for hair, no alpha
    "_hl"-suffix: Detail-map for hair, alpha is opacity
    "_m"-suffix: Reflectivity-map for light-sources, no alpha
    "_em"- or "_envmap"-suffix: Reflectivity-map for environment-maps, no alpha
    "_e"-suffix: Environment-map (some are planar, some are cube-maps), no alpha
    "_b"- or "_bl"-suffix: Backlight-map, no alpha
    "_s"-suffix: Specularity-map for skins, no alpha
    "_sk"-suffix: Tone-map for skins, no alpha
    "_p"-suffix: Parallax-map, no alpha
    "_d"-suffix: Diffuse-map, alpha is opacity
    "_h"-suffix: Haze-map, alpha is unknown

 

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