far nif textures - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Discussions for Silgrad Tower TES IV (Oblivion) & TES III (Morrowind) (https://www.silgradmodding.net/forum/Forum-Discussions-for-Silgrad-Tower-TES-IV-Oblivion-TES-III-Morrowind) +--- Forum: General Discussions TESIV (https://www.silgradmodding.net/forum/Forum-General-Discussions-TESIV) +---- Forum: General ES Modding (https://www.silgradmodding.net/forum/Forum-General-ES-Modding) +---- Thread: far nif textures (/Thread-far-nif-textures) |
far nif textures - morcroft - 07-17-2011 Is it reasonable to make a _far.nif that uses more than one texture - or does that totally defeat the object of a _far.nif? Reason for asking: I'm making city walls and it would be simpler to use parts of the wall and tower textures rather than trying to squeeze everything into the gatehouse texture. - Koniption - 07-17-2011 Yeah, I think it's reasonable. There are vanilla Oblivion _far.nifs that do the same thing, such as....: meshes\architecture\bravil\bravilarcherparadox_far.nif Koniption - morcroft - 07-17-2011 Thanks KP Bit puzzled now, though: I can't find bravilarcherparadox_far.nif - it doesn't seem to be in Oblivion - Meshes.bsa or Oblivion - Misc.bsa. Where is it stored? - Koniption - 07-17-2011 Quote:Originally posted by morcroft Ack, you're right. I looked through the BSA's, and it's in Silgrad_Tower.bsa. I don't think it'll hurt things too much though, to use more than one texture. I saw that the bravilarcherparadox_far.nif, also had all the NiBinaryExtraData's, deleted from all NiTriStrips and NiTriShapes. This helps dramatically lower the filesize of the _far.nif. The NiBinaryExtraData is only really needed so see the effects of normal map (bumps, peaks & valleys, etc - in the color texture). But a _far.nif is so far away, that needing to see the effects of normal maps, is a moot point. Koniption - morcroft - 07-17-2011 Thanks - I've read that the engine doesn't even try and compute the normal map for VWD. In any case the game ships with really tiny normal map files for the far nifs - so I'm just re-using those. I think with no normal map at all you get funny effects with things like fog and rain. I'm making new far nifs with reduced polycounts and high-to-low poly texture baking to get the final textures. I'll have a look at the nifs produced though, there's probably more optimisation to be done, so thanks for the tips. - sandor - 07-18-2011 Quote:Originally posted by morcroftIt was custom made for ST. OB usually has one texture for their far nifs. The polycount amongst others is the part that determines the in-game efficiency. |