![]() Props and certain creatures like dragons have no LODS and are always experienced at LOD_0. ![]() All new modded in meshes don't need a LOD3 model as the engine will compensate and load in the LOD_2 model if a LOD_3 is not available.). Origins has LOD_0 (cutscene distance), LOD_2 (mid distance, like in the party camp) and LOD_3 (very far away. Other items could have ‘hf’ for a human only variant for example.Ī lod stands for level of detail. ‘pm’ and ‘pf’ mean the texture is universal for all males and all females respectively. It also tells the game what is skin, so darker skin tones know to have colour overlaid on them.Įach file will have a prefix. Tint- this decides what optional colour tints are overlaid, giving the outfit different colour choices. It also decides what colour the object reflects. Specular – this decides what parts of the object are shiny and which aren’t. ![]() ) This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does. Sometimes, for creatures or items, there is no specific specular or tint, but these are generally what they are.ĭiffuse- the one that you typically think of as the texture. There are four textures in an Origins item. This page will explain how to extract the textures from the game. You can also use Photoshop’s dds plugin, it doesn’t matter, but this tutorial is for GIMP.įirst extract base game textures manually from the game’s ERFs.
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