All other textures will only be detail additions and effects. This texture is the base texture of the mesh and contains the main coloring your texture will use as well as the transparency information in the alpha channel. NOTE: NifSkope uses zero-based numbering, so the first slot is Slot 0, the normal map slot is Slot 1, etc. Black is zero reflection, White full.Īmbient metallic colour reflection of light.Ī roughness map, Black is zero reflection (organic fiber), White full (metal, ice).Īdds inner colour tint (like green shimmer in a white blue glacier) Normal map similar to PBR, for specularity in your alpha channel invert a roughness map or insert a PBR specularity. Preferred by Bethesda for tangent space normals instead of DXT3(=BC2), mip maps Normal map (white or pink depending on compression)ĭXT5(=BC3). Each flag only works with a specific set of textures.ĭiffuse map (base colour and fake ambient occlusion)ĭXT1(=BC1) (no Alpha) or DXT5(=BC3) for RGBA, mip mapsīase Colour & additional contrast, darkness, desaturation
It contains the vertex weighting to handle limbs being dismembered from the base mesh, and deform during animation.īSTriShapes, used in Skyrim Special Edition, combine the NiTriShape and NiTriShape into a single block.
Nifs are organized into blocks or nodes arranged in a hierarchy or "tree." Each block has various properties that define how it functions in the game.