I'm currently in the midst of my first foray into meshes/textures, and I'm stuck. I'm trying to make the dust/mist effects you find in dungeons not glow in the dark, but only reflect light. Making them not glow in the dark was easy, I just turned the Emmissive Color to black in the NiMaterialProperty of the mesh in NifSkope. I then found that the Specular Color setting had no effect, so I looked around and saw that you can also use the alpha channel of a normal map as a specular map. The file I'm working on is:
meshes\dungeons\misc\fx\fxmistgroundeffect01.nif
The corresponding texture is: textures\dungeons\misc\AtmosphereCloud01.dds
I created a normal map for the texture using the tutorial http://cs.elderscrolls.com/constwiki/index.php/GIMP:Retexturing_Oblivion#Part_03:_The_Basic_Normal_Map, and found that it did indeed behave as I wanted it, reflecting light quite nicely.

The one problem is that transparency doesn't quite work when two or more billboards overlap - instead, I can see the straight edges of the texture, and the bits that are supposed to be transparent darken the stuff behind, I think. Here's a http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1316-27-09-76.jpg. And http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Cava%20Obscura%20WIP/Oblivion2010-10-1316-27-15-96.jpg.
The only things I've done is edit the Emissive Color of the mesh, and create a normal map using the tutorial linked, but the transparency issue doesn't occur unless I have a normal map (the emissive change turns the mesh invisible if I don't have one): vanilla looks fine. Hence I think I'm doing something wrong with my normal map, or some other setting in the mesh in NifSkope needs to be changed too to accommodate for the normal map, does anyone have ideas?
Thanks in advance.

EDIT: I realise that this isn't strictly CS-related, but I figured this was the more appropriate forum, and its denizens have always managed to help in the past.
