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NV's weird normal maps


nognow

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Please see "TIP Model Lighting" under the "NifSkope Mesh Editor", and "TIP Improving Texture Normal Maps" under the "Texturing" sections of the wiki "Getting started creating mods using GECK" article. Also, read the Working with DDS/DXT Files article by Gary "Buckaroo" Neely to understand the choices in DXT codec to choose among. Blender and the NIF tools don't export a lot of things properly, so then you have to go into NifSkope (which comes with the NIF tools) and fix it. Bethesda games use primarily DXT3 & 5 codecs.

 

There are also specialist "normal map" tools listed under the "Image Tools" section of the same article.

 

-Dubious-

Edited by dubiousintent
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Please see "TIP Model Lighting" under the "NifSkope Mesh Editor", and "TIP Improving Texture Normal Maps" under the "Texturing" sections of the wiki "Getting started creating mods using GECK" article. Also, read the Working with DDS/DXT Files article by Gary "Buckaroo" Neely to understand the choices in DXT codec to choose among. Blender and the NIF tools don't export a lot of things properly, so then you have to go into NifSkope (which comes with the NIF tools) and fix it. Bethesda games use primarily DXT3 & 5 codecs.

 

There are also specialist "normal map" tools listed under the "Image Tools" section of the same article.

 

-Dubious-

 

 

The Normal Maps in FO3 -FNV use an Alpha channel for Specularity.

Add an alpha channel to your Normal map where white = bright/shiny, black = dull and grey for nuances. Save in DXT5.

 

Thanks!

I've seen a lot of NV mods that have a separate spec file too (at least they are named _s.dds or _spec.dds)

Is it possible to use both?

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Separate spec map don't work in FO3-FNV, they are useless.

I'm porting FO4 meshes/textures which, after using the separate spec files in the normal's alpha channel, work great in NV (georgem1010 told me about this trick.

but I almost always see an _m.dds in slot 5 of NV meshes.

Those files don't exist I'm FO4 content.

What are those and how do I generate them?

Edited by nognow
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Yes, that's how you proceed with the pseudo-pbr of FO4. You take a separate spec map and you integrate it in the Alpha of the Normal map. But linking a spec map only in a slot of the texture Shader in a FO3-FNV nif won't do anything.

There is 6 slots available, There's a naming convention.

Diffuse/Alpha Texture/Transparency Name.dds
Normal/Alpha Relief/Specularity Name_n.dds
Glow Mask Mask for Emissive Color Name_g.dds
Parallax Depth effect Name_p.dds
EnvCube Reflection on the object Name_e.dds
EnvCube Mask Mask for reflection Name_m or Name_em.dds

Diffuse & Normal can be in DXT1 or DXT5 depending the need.
EnvCube has its own setting, the other are in DXT1.
Glow Mask & EnvCube mask are telling which part to reveal of a setting that applies on the whole NiTriStrips/Shapes.

If you set an Environment Cube flag in your nif but don't assign an EnvCube map, the game will assign (an ugly) one by default.
If you don't assign a Envcube mask while having flag and EnvCube map set, the game will use the Specular (Alpha) of the normal. These two situations might lead to an increased Draw Calls and GPU strain.

You can use the Specular map to generate a *_m.dds or draw one in graphic app. The dark part will mask the EnvCube map reflection, White part will fully reveal and nuance of grey to attenuate.

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Yes, that's how you proceed with the pseudo-pbr of FO4. You take a separate spec map and you integrate it in the Alpha of the Normal map. But linking a spec map only in a slot of the texture Shader in a FO3-FNV nif won't do anything.

 

There is 6 slots available, There's a naming convention.

 

Diffuse/Alpha Texture/Transparency Name.dds

Normal/Alpha Relief/Specularity Name_n.dds

Glow Mask Mask for Emissive Color Name_g.dds

Parallax Depth effect Name_p.dds

EnvCube Reflection on the object Name_e.dds

EnvCube Mask Mask for reflection Name_m or Name_em.dds

 

Diffuse & Normal can be in DXT1 or DXT5 depending the need.

EnvCube has its own setting, the other are in DXT1.

Glow Mask & EnvCube mask are telling which part to reveal of a setting that applies on the whole NiTriStrips/Shapes.

If you set an Environment Cube flag in your nif but don't assign an EnvCube map, the game will assign (an ugly) one by default.

If you don't assign a Envcube mask while having flag and EnvCube map set, the game will use the Specular (Alpha) of the normal. These two situations might lead to an increased Draw Calls and GPU strain.

 

You can use the Specular map to generate a *_m.dds or draw one in graphic app. The dark part will mask the EnvCube map reflection, White part will fully reveal and nuance of grey to attenuate.

 

 

thanks!

What about metalness, roughness, ao?

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thanks!

What about metalness, roughness, ao?

 

There's no such thing in NV, unfortunately.

 

Thanks!

Is there a way to convert/optimize those incompatible textures to work with NV?

Kinda like combining the spec map with the alpha channel of the normals etc.

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