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Weapon Texture: _m.dds


ghosu

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Hi

 

Just a quick question, i'm browsing the board atm for this info: How to recreate the _m.dds from the weapon textures?

I've got the diffuse and normal map, _m looks like some kind of metallic reflection mask ... any idea how to create such one / PS plugin?

 

Sword looks a bit odd without it :(

 

http://666kb.com/i/c04x6fn3z62mcli94.jpg

 

thx

Edited by ghosu
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Simplest way (but not always perfect) is to simply make a greyscale copy of your main texture file and call it <filename>_M.dds, save it in the directory with the textures and done. The various black, white or grey areas correspond roughly too:

 

Black = Dull or matte = Leather, cloth, and to some extent skintones

Grey = Slightly shiny = Wet look, Vinyl, dull metal like iron, satin/silk fabric and for some people the sweaty, gleamy skin look

White = Full light reflective = Really bright shiny armor, precious metals, gemstones, polished/new weapons or sword blades

 

Experiment a bit with various shades of black/grey/white to get the desired result

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Jeah, i already tried this way but wasn't sure if it is the perfect one...well thx then, guess i will keep on experimenting then :)

 

There must be another reason then why the sword looks so different from my original texture:

 

http://666kb.com/i/c04lpyzu3h25i0z1b.jpg

 

Just got the diffuse and normal map and a greyscale as specular, replaced the Daedric Sword and deleted the blood and glowing textures...guess i missed something, have to check it again.

Edited by ghosu
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Check the texture paths for you model and make sure it is pointing to the right file

 

That should work...i used the Deadric Sword nif as carrier for my modell and replaced the .dds, _n.dds and m_dds in the skyrim/textures/weapons/deadric folder, properties tree in nifskope looks ok so far.

 

But i'm pretty sure i just used the wrong dds compression...there are various DXT5 profiles and afaik you have to use DXT1, just found a good wiki site so i'll check this out first.

 

EDIT: Jeah, that was the problem...fixed it now, thx for your attention :)

Edited by ghosu
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