hahaha
nope - that was a problem... appariently the alpha channel on your normal map decides how shiny your object is. White is super crazy shiny (which is the default colour for it, and hence why this looked shinier than santa's forehead on a summer day), and black is ... well.. not shiny. This is super neat because if the object is made from different materials *cough message in a bottle - you can have the different elements shine differently. Also - Zorro, I can now help you with textures! Horay! bit by bit I'm figuring out how everything works.
Here is the bandana as it appears in the game. Any custom colours, or designs you want on it? let me know!


I know I keep posting this, but I really am closer to the bottle now. the bandana is essentially done. I have acouple of textures for it, and it works in the game with the normal map and everything, and even looks spiffy. sweet. However now I'm running into a couple of problems that hadn't even occured to me.
1) ears, and hair is automatically turned off when you are wearing a helmet. I'm going to see if I can assign it as a tail, or pendant to fix this. but doingthat depends on...
2)the custom scaling of heads doesn't lend itself well to the size of the bandana. there is a tool called the conformulator which helps solve this, but right now I'm still trying to figure out exactly how it works (I've got some problems going on with the way that the mesh loads in a 3D program vs where it loads in the game... but I'm getting help on the TES boards in doing this. but then after that is all solved - horay! bottle time! And this time I'll bake the normal map from a photoshop file, and I'll get to play with crazybump! I might even make a custom specular map so that the light glints more along the edges of the bottle! Damn this is fun. (unfortunately school, and homework are building up again, but I'm still working on this stuff when I get the chance... I've started reading some scripting tutorials too... see what I can muck around in on that side as well).
********Texture help for Zorro*************
first off - as useful as Nifskope is, it can be a real witch sometimes - so sometimes if you've done everything right, it just seems fickle and doesn't want to work. BUT anyways. if you want to replace a texture, make sure that it is in the same directory as the .nif would be except under textures ex:
mesh/zorro/tricorner.nif
textures/zorro/tricorner.dds
textures/zorro/tricorner_n.dds
You need a minimum of two files for each object. if in the game your object comes out pink, the game can't find your texture, if it is black, it can't find your normal map, and then there were some other problems too, but they were less likely. So first off - download the .dds plugin for photoshop or gimp or whatever you are using, and install it. then when you export your file, I have found that I have less problems with nifskope if I save the file as the final filename (so not renaming it later), in the directory that I want it to be. Oblivion can only load some of the kinds of .dds files, and if memory serves me correctly DXT1 was all that you would need if you are not using an alpha map to do funky things with the mesh. *** There are two kinds of compressions for DXT1*** I have only had success with the one that has the 1bit alpha channel. I'm assuming it just means it's white, which means that ... well, it will show up in the game, instead of turning up pink or something. If you have problems with nifskope itself, just let me know - I might actually be able to help you now.
This post has been edited by heretik: Feb 6 2008, 11:07 AM