happyshakra Posted December 6, 2016 Share Posted December 6, 2016 (edited) hi everyone... so. I'm trying to deal with the "shiny" effect that plagues some oldrim texture packs when they are used in the special edition. something to do with the normal maps lacking an alpha channel. I plan on using the SE port of the Noble Skyrim texture pack, mixed with some textures from a variety of aMidianborn packs (not updated, yet or ever, idk) and the later clearly has the normal map thing; see for yourself an example of the difference between the two packs in one image: the shiny mud isn't a river. that's dirt02.dds and it's ugly bro dirt02_n.dds,right next to a noble skyrim road texture, correctly ported to SSE. so I think I understand the problem, but I don't really know how to do. I have the tools, the patience, but not the knowledge. from what I could read here and there, it seems what needs to be done is to "add a specular layer in the alpha channel" of each xxxx_n.dds I can find ? what must I do in order to do that ? I'm using photoshop CC 2015 with a dds plugin; opening a dds file also give the option of converting the image to 8, 16 and 32 bits, or using the default size, I assume I'd best use the later, right ? there's also an option to load MIP maps, should I ? what is actually a specular layer ? from what I see in correctly ported normal maps, it's a black and white and darker version of the real texture, but how can I create a proper one ? if anyone would be so kind as to explain these things to me, I'd be grateful. thanks ! Edited December 6, 2016 by happyshakra Link to comment Share on other sites More sharing options...
Deleted3897072User Posted December 7, 2016 Share Posted December 7, 2016 There isn't a specular layer in Skyrim normal maps but there is (or probably should be) an alpha channel. In diffuse textures the alpha channel controls transparency but in normal maps it controls something akin to shininess. This is not the same thing as specularity, which if you want to control it you would do with a separate image referenced in the specularity slot in the TextureSet and that would be a black-and-white mask. In short, the specularity map (if the model needs one) is not part of the normal map. They are separate files. Skyrim DDS textures should be 32bits - 8 bits per channel for each of R,G,B and Alpha. There is no need to load the mipmaps if your DDS plugin is capable of generating them on export. Just import the top layer and work on that. Hope this helps. I use Gimp rather than Photoshop, so I can't give you precise information about where to click to do what but maybe someone else can, Link to comment Share on other sites More sharing options...
thumbincubation Posted December 10, 2016 Share Posted December 10, 2016 I know this doesn't answer your question directly, but if you're going to be working with them, I thought you may find it helpful for when you compress them. https://forums.nexusmods.com/index.php?/topic/5147120-texture-compression-and-you-skyrim-se-edition/ Link to comment Share on other sites More sharing options...
CuriousMarten Posted December 13, 2016 Share Posted December 13, 2016 I suppose you could open the SSE texture and see how it compares to the Oldrim texture in Photoshop, especially in the channels department. Link to comment Share on other sites More sharing options...
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