Difference between revisions of "TextureSet"
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imported>Jokerine (Filled in missing info.) |
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A [[TextureSet]] object holds a collection of texture files (.DDS). Texture sets can be applied to meshes in the [[Model Data]] Dialogue, so the same mesh can use different textures. | A [[TextureSet]] object holds a collection of texture files (.DDS). Texture sets can be applied to meshes in the [[Model Data]] Dialogue, so the same mesh can use different textures. | ||
[[image:TextureSet.jpg|400px|right]] | [[image:TextureSet.jpg|400px|right]] | ||
=='''Map List'''== | |||
* '''Diffuse''': The regular "color" map. Normally has no suffix, although some users use "''_d''" to differentiate them from the rest. | |||
* '''Normal/Gloss''': The normal map used to simulate bumps and small details in the model. Normally has the suffix "''_n''". | |||
* '''Environment Mask''': Manages the strength of the effects listed under Environment. Normally has the suffix "''_m''" or "''_em''". | |||
* '''Glow/Skin/Hair''': Make certain parts of a texture have emissive properties. For glow maps the suffix is usually "''_g''". Although ''hardly ever'' used, the suffixes for skin and hair are normally "''_sk''" ("skin") and "''_hl''" ("highlights"). | |||
* '''Height''': This handles the parallax offset to give a mesh additional details alongside a normal map. Has no specific suffix. | |||
* '''Environment''': Gives a mesh glossy or reflective properties through cubemaps and effects. Normally has the suffix "''_e''". | |||
=='''TextureSet Dialog'''== | =='''TextureSet Dialog'''== | ||
* '''ID:''' Unique identifier for Texture Set in editor. | * '''ID:''' Unique identifier for Texture Set in editor. | ||
* '''Map:''' Each Map has a corresponding | * '''Map:''' Each Map has a corresponding filename. The Texture can be changed by selecting the row in the window and browsing for a new file (.DDS) with the Edit button below. | ||
* '''Has specular | * '''Has specular map:''' Allows the engine to generate lights and shadows onto the texture. | ||
* '''Decal Data:''' | * '''Decal Data:''' Gives the texture set additional properties when used as a dynamically-generated decal, such as bullet holes on walls and blood splatters during combat. | ||
== Notes == | == Notes == | ||
*Trying to | *Trying to give new TextureSets to furniture will cause both the game and the GECK to crash. In these cases, it is recommended to include a copy of the original model with new texture paths instead. | ||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |
Latest revision as of 01:31, 4 October 2015
A TextureSet object holds a collection of texture files (.DDS). Texture sets can be applied to meshes in the Model Data Dialogue, so the same mesh can use different textures.
Map List[edit | edit source]
- Diffuse: The regular "color" map. Normally has no suffix, although some users use "_d" to differentiate them from the rest.
- Normal/Gloss: The normal map used to simulate bumps and small details in the model. Normally has the suffix "_n".
- Environment Mask: Manages the strength of the effects listed under Environment. Normally has the suffix "_m" or "_em".
- Glow/Skin/Hair: Make certain parts of a texture have emissive properties. For glow maps the suffix is usually "_g". Although hardly ever used, the suffixes for skin and hair are normally "_sk" ("skin") and "_hl" ("highlights").
- Height: This handles the parallax offset to give a mesh additional details alongside a normal map. Has no specific suffix.
- Environment: Gives a mesh glossy or reflective properties through cubemaps and effects. Normally has the suffix "_e".
TextureSet Dialog[edit | edit source]
- ID: Unique identifier for Texture Set in editor.
- Map: Each Map has a corresponding filename. The Texture can be changed by selecting the row in the window and browsing for a new file (.DDS) with the Edit button below.
- Has specular map: Allows the engine to generate lights and shadows onto the texture.
- Decal Data: Gives the texture set additional properties when used as a dynamically-generated decal, such as bullet holes on walls and blood splatters during combat.
Notes[edit | edit source]
- Trying to give new TextureSets to furniture will cause both the game and the GECK to crash. In these cases, it is recommended to include a copy of the original model with new texture paths instead.