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MTichenor

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MTichenor

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  1. MTichenor
    MTichenor
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    PLEASE GIVE ME FEEDBACK! I WANT TO KNOW WHAT YOU DO AND DON'T LIKE ABOUT THESE TEXTURES!

    Please keep in mind that this mod is in ALPHA status. I'm redoing the textures one by one. Check back periodically for updates.

    COMPLETE
    Amulets and Rings
    Ancient Nord Weapons and Armor
    Blades Weapons and Armor
    Daedric Weapons and Armor
    Dwarven Weapons and Armor
    Ebony Weapons and Armor
    Elven Weapons and Armor
    Nord Hero Weapons
    Nordic Weapons and Armor
    Steel Plate Armor
    Steel Weapons and Armor
    Wolf Armor

    IN PROGRESS
    Glass Weapons and Armor
    Orcish Weapons and Armor
    Silver Weapons and Scimitars

    Since z929669 requested it...

    How To Add Environment Mapping to Meshes

    1) Open the NIF in NIFSkope.
    2) Click the mesh you wish to add environment mapping to, and locate the NiTriShape in the Block List.
    3) Expand the NiTriShape in Block List and expand the BSLightingShaderProperty under it as well.
    4) In the Block List, click the BSLightingShaderProperty to bring up it's Block Details.
    5) Under Block Details change the Skyrim Shader Type from Default to Environment Map.
    NOTE: If Skyrim Shader Type already has a shader type other than default, do not change it.
    6) Under Block Details change Shader Flags 1 to include SLSF1_Environment Mapping.
    7) Under Block Details change Environment Map Scale to 1.0.
    8. Under Block Details, click the blue arrow in the Texture Set.
    9) Under Block Details, expand the Textures field.
    NOTE: The first string under textures is the diffuse map and opacity map. The second string is the normal map and specular map (_n.dds).
    10) Set the 5th string to the path and filename of the desired environment map (_e.dds), if it is not already set.
    NOTE: The environment maps can be found in the data/textures/cubemaps folder.
    11) Set the 6th string to the path and filename of the desired environment mask (_m.dds or _em.dds), if it is not already set.

    It should take less than 1 minute to do this. I did about 400 meshes in a day.

    About Texturing with Environment Mapping

    The diffuse map is a combination of an object's color and opacity, with opacity set in the alpha channel. Some texture artists tend to include bright spots in the diffuse map "where the light would glint off edges and stuff". This would be fine IF you do not have specular maps or environment masks. Correct practice when using environment mapping is to put those bright spots in the specular map and environment mask.

    The normal map is a combination of an object's surface normal vector and specular amount, with specular set in the alpha channel. The normal map contains direction of a vector pointing out from the surface of the object, with X Y and Z direction stored in the Red Green and Blue channel respectively. There are two kinds of normal maps, one in which the XYZ is absolute (which tend to have all colors) and one in which the XYZ is an offset relative to the direction of the surface (and tend to be mostly sky blue).

    The environment map is similar to what you would see in a panoramic camera shot. It contains 6 images that can be arranged on sides of a cube such that if you were sitting in the exact center of the cube, it would look as if you were sitting where the camera was. In Photoshop, the first four images are the sides, the 5th image is up and the 6th image is down. The environment maps are cube maps, and working with them in photoshop requires you set the nvidia DDS plugin save mode from 2D Texture to Cube Map. You also need to enable mipmap generation for Cube Maps or they won't work in Skyrim.

    The environment mask contains an objects reflectivity. The environment masks are 2D textures, and require you to set the nvidia DDS plugin save mode back to 2D Texture (if you've been working with Cube Maps). Mipmaps are not required for environment masks, but is recommended for both texture quality and VRAM usage.

    When using an Environment Map Scale of 1.0 in the BSLightingShaderProperty, you can use the following as a guideline for making or editing textures:

    Medium diffuse, zero env mask, zero to low specular for cloth.
    Low to medium diffuse, zero env mask, low specular for leather.
    Low to medium diffuse, zero env, medium specular for stone.
    Medium diffuse, low to medium env, zero to low specular for gems and glass.
    Low diffuse, low env, low to medium specular for dull metals.
    Low diffuse, medium env, low to medium specular for bright metals.

    I HIGHLY recommend not using any value less than #202020 on a diffuse map unless you don't intend it to be visible at all, and not using a value over #808080 unless you intend it to be brilliant white at all times. Using a value over #808080 in the environment mask will make environment mapping overly bright in dark caves, resulting in the material looking like it glows.
    1. Akumutsuki
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      Might also want to mention the amount of gloss on a mesh will alter how it looks with an environment map. Took me some fiddling to find why it didn't shine properly when I tried to add maps to my own meshes and it was the gloss setting. Changing that fixed it.
    2. Naimona
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      Nothing is more awesome than a knowledgeable mod author who writes tutorials that explains simply how to add awesome and complex effects to the game, what to use where, and why. You sir, you rule for this. I wish I could do more than just endorse this. Hell, I wish every armor and weapon mod out there would apply these concepts. Again, thanks. Between your shiny effects and the refraction & transparency effects that skysan4298 has released, Skyrim armor and weapons look absolutely wonderful. Honestly, if the game engine supports this stuff, I just don't understand why Bethesda didn't implement them from the start.

      Edit - After thinking about this for a second, it occurred to me that if we could add your edits into the new Bodyslide 2 Outfit Studio, we could end up with a great many mods out that include "the Shiny". I'm not sure if you'd consider submitting your work to the Bodyslide group, but I'd like to ask you to give it some thought.
    3. MasterGiannis13
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      Is this compatible with WRP (weapon retextre project) ???
    4. MTichenor
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      Sadly, it's not compatible with WRP. However, I've done a decent job redoing the textures...give it a try and see if you like it. I'm less focused on texture detail and more focused on making weapons and armor look realistic.
    5. Eclectric
      Eclectric
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      I wish it were compatible with Closer Quivers and Longer Arrows...
    6. Mestiphopheles
      Mestiphopheles
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      Excellent mod, if you are planning on implementing compatibility patches I'd highly recommend shooting for mods like the Immersive Armors and Weapons mods as they add a great deal of diversity to the game already and many modders use them! TY for the great work!
    7. haldir307
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      Any video tutorial for the "About Texturing with Environment Mapping" part?
      Edit:
      I did not understand few things about what we have to do for the textures so they can be as they are now in game.

      1) You sayed something about a value for the Diffuse map, how and where can i find this value to set in at #202020?

      2) How did you changed the textures so dark, for example the steel plate:
      http://orig11.deviantart.net/3e47/f/2015/114/5/1/how__by_haldir307-d8quvo9.jpg

      3) Must the textures be dark and why?
    8. MTichenor
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      @haldir307

      1) I'm not sure exactly what you mean, but the diffuse map is the colors in the texture. The color #202020 would be equal to 32 red, 32 green, 32 blue.

      2) I edited them in photoshop to make them darker.

      3) Things with environment mapping will be brighter than normal, so you need to give them darker textures to compensate.

    9. Ztival
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      would you be willing to do a shiny version of iron instead of a dulled version? I would love that that's the only feedback I can think of if your willing everything is great otherwise!
    10. haldir307
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      I thought it was an other way to darken some parts instead of lowering the brightness/lightness, got it, many thanks. :)
    11. LumberingLotus6
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      I'd appreciate to have all the textures in one package to save space in me load order. Anyways great mod lad, keep up the good work.
    12. demon_knight_raziel
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      Just drag and drop and combine yourself. Don't be lazy.
    13. Bruide
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      And three years later this Mod looks awesome.
      Is there any chance it could be converted to Skyrim SE?
    14. queerbeer
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      Just wanted to say, I'm running this on SSE with about 80 other mods from the top 100 list no problem.
    15. SonOfMyths73
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      Why not a single download? It's incredibly difficult to download and keep track of 10 different files for one mod.
    16. User_3103815
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      @haldir307

      He's only darkened the sections that are affected by the environment mapping, if that's what you were wondering.
    17. Pentiman666
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      Can you make a retexture thats shiny "True" Daedric armor. the red and black rexture? http://www.nexusmods.com/skyrim/mods/31012/?
    18. snillocs
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      Your mod is perfect, I've used steel plate armor all throughout the game because of the mesmerizing shine exuding from it courtesy of your mod.

      Thank you
    19. Pentiman666
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      can you add the true daedric armor to the list? like take his and add the shiny effect?
    20. diddy101
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      can we get this ported to special edition please?
    21. Firepersonwaitwhat
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      I love the mod, everything looks a lot better with it. But I want to use Improved Closefaced Helmets, and it looks kinda funky.
  2. bigdaman151
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    would you be able to use this mod with mods like Vanilla Outfits for BodySlide?
  3. VanillaIsHere
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    Are you going to port the mod to SSE? no one plays Oldrim anymore.
    1. GammaThreve
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      Wrong. Plenty people still play Oldrim for several reasons; 1). Many of their favorite mods are not and will never be available on SE, 2). Their computers will not run SE, and they can't afford to upgrade just to play a video game, 3). SE was nothing more than an excuse to introduce paid mods despite the backlash from the community, and they choose to stick with LE on principle, 4). LE is nowhere near as unstable and unplayable as SE proponents try to claim it is (if it were, it wouldn't have been one of the most successful games of all time years before SE was released).

      td:dr: Yes, people still play LE.
    2. Echemenon
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      Here's what they won't tell you: you can download these manually and install them in SE -- they work just fine. You're welcome!
    3. Pokefu
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      I play mostly LE, I use SE for Vanilla and LE for modding
    4. IlluminatiJa
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      Cathedral armory uses those textures and models
      https://www.nexusmods.com/skyrimspecialedition/mods/20199?tab=description
  4. guchierrez
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    I installed this for SSE, and optimized the .nif files. Texture seems to be working alright, but for some reason my armors aren't shiny. They're darker than what they're supposed to look. Anyone had this problem? Help!
    1. dalejames
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      I did this as well (for personal use) and ran it through CAO. I've only looked at the Steel Plate in game so far but it's stunning! Not too (much) shiny but still very noticeable.
  5. dalejames
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    Amazing work! Thanks MTichenor
  6. yearofthetiger
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    Note to self, install order:
    1. Skyrealism shiny
    2. Leanwolf's better shaped weapons
    3. Leanwolf shiny patch
    1. LeanWolf
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      Correct!
  7. vTOLv
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    these packs seem to cause a problem in vortex, in that they constantly conflict with one another. mostly the cubemaps.
    also, just as a side note, any possibilities of having an all-in-one pack rather than having to download each pack for every material?
    1. GammaThreve
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      Confirmed, and seconded. Great retex, but a PITA to manage because each subsequent install takes an exponential time to resolve conflicts with each other, and each separate download adds more and more time to how long it takes for Vortex to deploy when enabling/disabling/uninstalling mods.
  8. hyper171
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    nice its also compatible with Amidian armor mods ;)
    1. MATSUHO
      MATSUHO
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      doesn't it overwrite amidian born texture? or do we only change the armor normal map to get the shinyness?
    2. Gawdzila
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      Eh... it's semi-compatible.

      Using AMB *will* overwrite the edits that this mod makes to the normal map specularity and the environment masks. In general this makes the AMB textures look much less shiny than using the textures from this mod.

      HOWEVER... AMB is basically a texture replacement ONLY, whereas part of the metallic effect applied by this mod is done by changing the meshes as well. You *can* apply the AMB textures to the altered meshes from this mod. Those meshes also include a texture path that references non-vanilla cubemaps added by this mod, which are an important part of the effect.

      Basically, if you install this after AMB, AMB gets totally overwritten. But if you install this *before* AMB and then overwrite, you get AMB's textures and environment masks, but this mod's meshes+cubemaps. What you end up with is an effect that is less bright and shiny, in that light sources don't have as strong an effect in creating highlights and brightening the surface of the armor, but the cubemaps make it still seem reflective, like dark, burnished metal. It is not exactly the effect that this mod intends, but it is pleasing nonetheless and it does contribute to the metallic look.

      PS: BTW, if you have Photoshop or equivalent and a .DDS plugin, and you know how to use them even a little, you can make AMB more compatible with this mod pretty easily. Basically all you want to do is open up the normal map (the texture ending in _n), select the alpha channel ONLY (it should look greyscale), and then decrease the contrast while bringing the overall brightness up a bit. Then do the same with the _m texture (except adjust the RGB channel, there is no alpha). Ta-da. Sure it would take a while to go through and do this for ALL the armors, but the procedure isn't difficult.
  9. Kushranada
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    I've modded this game for years, and yet this is probably best the armor texture pack I've seen hands down due to its cleaness and shininess. Works in SSE too, just optimize the meshes using nif optimizer and go.
  10. superbed2
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    I LOVE THESE IN SSE! If you ever have the time, can you make the Imperial armors shiny?
    1. WarlordKnight
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      so its sse compatible?
    2. superbed2
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      YES! FLAWLESSLY!
  11. DarkShenron
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    Thanks for some great cube-maps MTIchenor . This really does bring life to armors.

    I recently tried running these in Linux and was encountering purple textures due to case mismatch. Corrected them in the end but for anybody encountering same problems I have posted a script to do so automatically.
    https://www.nexusmods.com/skyrim/mods/90559

    And before somebody asks do i need that in windows? No, you don't.