Jump to content

Recommended Posts

Could a more experienced modder please correct me if I am wrong in the following:

 

Specularity maps should end with--> _s.dds

A displacement map is equivalent to/same as parallax map --> _p.dds

Sub-surface specular/detail --> _sk.dds

 

And finally, what extension does the occlusion map have, or should it be part of the _n or _p map?

 

Thanks!

Link to comment
Share on other sites

I don't think the naming convention is absolutely essential really (with the exception of enb maybe picking up parallax maps for landscapes automatically if they end in _p ?), but with that being said...

 

The specular map for objects / weapons / armors etc etc is usually the alpha channel of the _n normal map..

 

But characters use _msn object spaced normal maps, along with an extra _s for specular it seems, and_sk is a skin map ?.. not quite the same as SSS from a quick google. I haven't modded any character maps yet so not too familiar with these.

 

Environment / reflection masks usually end in _m.

Environment cube maps end in _e.

 

Glow / emission maps usually end in _g.

 

As far as I know _p parallax occlusion is the only occlusion map skyrim (or I guess ENB in this case) supports, if you need the kind of occlusion map I think you mean (e.g. the occlusion channel in a standard shader) then you need to apply it to both the diffuse and specular maps (and reflection mask if needed) to get a similar result... this is pretty much how I have always added occlusion to shaders that don't have their own channel in 3d rendering apps. Usually I will add it in a way that keeps it separate from the main textures, but the end result from baking it into the textures themselves is pretty much the same and used all the time to speed up rendering pipelines.

 

Again though the naming convention isn't what is really important - I haven't had any issues calling textures whatever I want (though I tend to stick with the convention since it's as good as any hehe), and not even the vanilla textures stick to it 100% of the time - it's more knowing where to put the maps and how to use them that counts.. here is a thread I find essential for skyrim modding :smile:... http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/

Edited by spookymunky
Link to comment
Share on other sites

Glad I could help ! :smile: ... I also started off trying to reverse engineer everything and compare multiple nifskope windows to see the differences etc, lol.. it can be done and is an interesting puzzle, but eventually finding that thread was still pretty epic for me... so nice to see things explained that had been maybe assumptions / best guesses before hehe.

 

The thread is probably linked to within the app / included as a read me / in the nexus description etc... I guess sometimes it's easy to miss things, or maybe I installed before there was any documentation... hmm.. maybe a good excuse :wink:

 

One interesting thing I noticed when skimming through that thread after I tracked it down... I don't remember there being a MultiLayer Parallax entry the last time I had to look something up.. and that thread was last updated maybe month and a half a go I now see.

 

I do love new toys !, might have to do some googling :smile:... the name alone sounds yum.

Edited by spookymunky
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...