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material editor 2 questions


greekrage

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Ok ive got the basics down and somewhat understand how to use it BUT...

a) metal

When i find a metal texture set and download it it also has files that i have no idea how to use or where to place in the editor materials slots.

Example " Metallic files that i assume give the texture the metallic shine etc...

 

b) roughness... Is this something like the specular map ? If not how do i use ?

 

Im also still stuck on the transparent type textures like wicker,grills ,fences,painted glass etc that have certain see through elements...

Ive accidentally got a couple of painted windows to work but i would rather learn how to use them properly.(edited a few BGEM files to get them to work but dont know how to adjust the values in nifscope or the material file)

Also there is an Opacity file that usually comes with these textures....where does that go and how do i adjust its values?(im guessing this is very important for transparent textures)

 

Are there any decent tutorials that explain the usage of the material editor and transparent textures... (not bits and pieces like someone adding an alpha to a nif that is very specific to what they are making )

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The metal texture sets that you can find in the wild will not directly correspond to the FO4/nif requirements. In general, you only need to worry about four slots. Slot 1, Slot 2, Slot 5, and Slot 7. Slot 1 holds your Diffuse Map, _d.ddd; Slot 2 holds your normal map; _n.dds; Slot 5 holds the environmental/cube map, _e.dds; and Slot 7 holds the Subsurface Tint Map, _s.dds. On occasion you may need to use Slot 3 for a emissive (glow) map, _g.dds. Sources that explains this in more detail can be found here: Nifskope properties tutorial (text) and here BSLightingShaderProperty Basics . The later one may be the more useful read.


Hope this helps
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The metal texture sets that you can find in the wild will not directly correspond to the FO4/nif requirements. In general, you only need to worry about four slots. Slot 1, Slot 2, Slot 5, and Slot 7. Slot 1 holds your Diffuse Map, _d.ddd; Slot 2 holds your normal map; _n.dds; Slot 5 holds the environmental/cube map, _e.dds; and Slot 7 holds the Subsurface Tint Map, _s.dds. On occasion you may need to use Slot 3 for a emissive (glow) map, _g.dds. Sources that explains this in more detail can be found here: Nifskope properties tutorial (text) and here BSLightingShaderProperty Basics . The later one may be the more useful read.
Hope this helps

 

Thanks bro will start reading asap ;)

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