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tes:morrowind_notes_textures [2023/08/18 04:37] (current) paolo_bolzoni V0 |
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+ | [[tes:morrowind|go to index]] | ||
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+ | ===== Related to textures ===== | ||
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+ | ==== Creating textures ==== | ||
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+ | The favorite texture format the ''.dds'' (DirectDraw Surface); it can be uncompressed or compressed with or without alpha. | ||
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+ | ==== Textures Names ==== | ||
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+ | Some part of the material texture are just free files: | ||
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+ | | X | diffuse | | ||
+ | | X_n | normal | | ||
+ | | X_nh | normal (rbg) + displacement (in the alpha channel) | | ||
+ | | X_spec | specular | | ||
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+ | Other needs ''.nif'' model edit, the name is then freeform. But usually are called as the first column. | ||
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+ | | X_ao | detail map in the nif | | ||
+ | | X_glow | glow map in the nif | | ||
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+ | ==== ImageMagick to create textures ==== | ||
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+ | Uncompressed: ''$ convert input.png -define 'dds:compression=none' output.dds'' | ||
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+ | Compressed without alpha: ''$ convert input.png -define 'dds:compression=dx1' output.dds'' | ||
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+ | Compressed with alpha: ''$ convert input.png -define 'dds:compression=dx5' output.dds'' | ||
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+ | To make the ''nh'' we need to combine normal and displacement, one can do: | ||
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+ | ''convert normal.png displacement.png -compose copy-opacity -composite 'dds:compression=dx5' output_nh.dds'' | ||
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+ | One has to be sure that ''displacement.png'' is grayscale mode without alpha channel. | ||
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