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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.


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.