Dawnfang/duskfang Appearance - How It's Done?

Post » Mon Oct 19, 2009 10:47 am

I hope that there's someone that can answer my question, since I can't find it for my own.

I'm looking on the Duskfang and Dawnfang meshes and I can't figure out how Bethesda has managed to made different appearance for them, using the same texture (orange and blue are both placed there). Those meshes, looking on the NifScope, are practically identical. And still they're getting different jewels' colours.

My question is - how it's done?
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Kahli St Dennis
 
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Post » Mon Oct 19, 2009 4:57 pm

I hope that there's someone that can answer my question, since I can't find it for my own.

I'm looking on the Duskfang and Dawnfang meshes and I can't figure out how Bethesda has managed to made different appearance for them, using the same texture (orange and blue are both placed there). Those meshes, looking on the NifScope, are practically identical. And still they're getting different jewels' colours.

My question is - how it's done?


Each sword uses a different part of the texture for the jewels.
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Chris BEvan
 
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Post » Mon Oct 19, 2009 5:37 pm

I've guessed it myself. My question is, what causes those meshes to use different parts? I haven't found any signs of this diversity in them... they have same values and so on in NifScope, but still something causes them to use those different parts. I want to know what exactly. :mellow:
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Marina Leigh
 
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Post » Mon Oct 19, 2009 4:26 pm

That's what we modelers call an 'UV map'. It is how the texture (the image you see on the model (which is basically nothing but an empty wireframe)) is projected onto the model. If you had looked very closely you could have seen the difference. In NiTriStripsData is an entry called 'UV Sets'. If you expand the list you will see lots of coordinates, one for each vertex of the model. These coordinates tell the game engine where each vertex belongs on the texture map when it renders the mesh and texture. The coordinates of the two meshes are the same, only for the jewels part they are different from each other. An easy way to see what I'm telling you here is to right-click on the NiTriStrips of the jewels and choose Texture>Edit UV.
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Dan Endacott
 
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Post » Mon Oct 19, 2009 8:41 am

Just the UV map. You can see that in NifSkope if you right click on the node (and even edit it there)

ninja'ed
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Danny Blight
 
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Post » Mon Oct 19, 2009 2:43 pm

Ah, so here lies the mystery... I've checked all positions three times for both models and I've missed part about UV map...

Well, great thanks for answer, now I understand how it works. :)
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Kortknee Bell
 
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