imgww Posted May 31, 2022 Posted May 31, 2022 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.
fejeena Posted May 31, 2022 Posted May 31, 2022 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.
imgww Posted May 31, 2022 Author Posted May 31, 2022 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.
fejeena Posted June 1, 2022 Posted June 1, 2022 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 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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