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[Request] Hanya/Ninja Mask


Dennisb11234

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Posted

I packed the files for you but didn't make a .bsa file so you can go right ahead and edit the textures.

I put a .psd photoshop file there for you to edit, open it and select the top layer, then you can change the colour by adjusting the hue/saturation settings (Hotkey: Ctrl + U).

 

https://www.mediafire.com/?0w1a69nz7mx4sp8

 

Oh and also, when you finish adjusting the texture to your liking, save as .tga and then use optimizer textures on the folder. Lastly, change the texture directory field in the nif file from "...\mask_d.tga" to "whatever_you_called_it.dds"

Posted

I made a darkblue texture, i think you might like. I couldn't get it completely dark, but you can do that too with the psd file.

 

co6KYtU.jpg

 

https://www.mediafire.com/?5d88pw36mh3i3w3

 

Just extract into data folder and overwrite the esp file, I made a second nif and diffuse texture so you can make alternative colours if you want.

Posted

Hey thanks Vioxsis. I just noticed you've put the specular texture in the 6th field, is that usually how it is? I always followed what I saw on body mesh nifs and put it on the field 2nd from last.

If you hover over 'textures' in BSShaderTextureSet it shows you where each map should go.

I'm using the specular map as an environment mask.

 

You normally find the specular map is in the alpha of the normal map for armours.

The body uses a object space normal with no alpha data so it might make use of the 7 slot for its spec needs.

 

Its hard to find documentation on this stuff, so i could be wrong.  :unsure:

 

Posted

 

Hey thanks Vioxsis. I just noticed you've put the specular texture in the 6th field, is that usually how it is? I always followed what I saw on body mesh nifs and put it on the field 2nd from last.

If you hover over 'textures' in BSShaderTextureSet it shows you where each map should go.

I'm using the specular map as an environment mask.

 

You normally find the specular map is in the alpha of the normal map for armours.

The body uses a object space normal with no alpha data so it might make use of the 7 slot for its spec needs.

 

Its hard to find documentation on this stuff, so i could be wrong.  :unsure:

 

 

Oh this is good stuff, thanks. Not so long ago I found out I hadn't been updating tangents for nifs, so now I've got a bunch of so-called "mods" out there with nifs I haven't updated tangents for. Those poor meshes :(

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