


A very saturated specular map will have a very different visual effect than a grey specular map. The colour of a pixel is also used, to calculate the resulting colour of the surface. The whiter a pixel, the shinier the surface will appear in-game, meaning surfaces such as stone or old wood tend to have a very dark specular map, while surfaces like silver or plastic would tend to have lighter specular maps. Specular maps are used to define an objects shininess and highlight colour. To update the path, please read this tutorial: How to fix hard-coded texture paths in NIF files. If the texture cannot be found using the path inside the NIF, the game may crash or the object will appear pink. The name of the texture and its path is controlled inside the NIF file using the texture path. The diffuse texture is how the object is wraps around the model based on the defined UV map of the model. (Menu/2D items do not require normal maps) "color map" or just plain "texture"), specular (shininess), normal (a.k.a "bump map") and glow maps.Įach model must have two textures.a diffuse texture and a normal map.

There are 4 kinds of textures, the diffuse (a.k.a.
