» Tue Apr 09, 2013 7:19 am
Ooh and, with saving DDS files from GIMP, you need to use the file menu and "Export" them in the correct format ( using the export dialogue drop down selections )
Texture types.
The purpose(s) for the game, the dimensions and mip-levels as well as the format and compression the texture is saved in.
The following use-cases are known (for Oblivion and Skyrim):
in a "menu"-folder: User-interface element, alpha channel = element-mask
in a "landscapelod"- or "terrain"-folder: World-space normal-map for terrain, no alpha
with a "_n"-suffix: Tangent-space normal-map, alpha channel = specularity
with a "_msn"-suffix: Model-space normal-map, no alpha
with a "_g"-, "_glow"- or "_emit"-suffix: Glow-map, alpha channel = mask
with a "_hh"-suffix: Gloss-map for hair, no alpha
with a "_hl"-suffix: Detail-map for hair, alpha channel = opacity
with a "_m"-suffix: Reflectivity-map for light-sources, no alpha
with a "_em"- or "_envmap"-suffix: Reflectivity-map for environment-maps, no alpha
with a "_e"-suffix: Environment-map (some are planar, some are cube-maps), no alpha
with a "_b"- or "_bl"-suffix: Backlight-map, no alpha
with a "_s"-suffix: Specularity-map for skins, no alpha
with a "_sk"-suffix: Tone-map for skins, no alpha
with a "_p"-suffix: Parallax-map, no alpha
with a "_d"-suffix: Diffuse-map, alpha channel = opacity
with a "_h"-suffix: Haze-map, alpha channel = unknown
All other name.dds are Color-map, alpha channel = opacity or parallax