Advanced Texture Settings in Blender
Note that not all games support all texture slots. The slots that are known to work per game are (TODO add more games/slots):
- Bump, but it is only applied on the environment map
- Freedom Force
- Normal (but the normal map is not referenced in the nif file, you can add one by creating a texture with the same file name as the base texture but ending on _n)
- Fallout 3
To export a glow map from Blender, simply create a new texture slot as usual, but map it to "COL" and "EMIT" instead of just "COL".
An environment map is a cheap way to emulate environment reflections. You can also use this effect to emulate specularity in for instance Morrowind. Here is how they can be exported from Blender:
- Create a new texture slot in the material that you want the environment map to be applied to.
- In "Map Input", select "REFL" instead of "UV" (what you usually would do): the UV coordinates are calculated from the player's position to yield the impression of environment reflection, and REFL tells Blender to calculate them as such
- In "Map To", select "COL".
- For blending mode, select "ADD".
- As texture image type, select either "Image" (for custom environment maps) or "EnvMap" to use the default Morrowind environment map.
- If you choose "EnvMap", you may wish to add an empty to the scene and put its name in the "Ob:" field, this defines the viewpoint of the environment when you render the scene in Blender. This is optional, it is ignored by the exporter.
After export, you will find a NiTextureEffect block that stores the parameters of your environment map. You can use the rotation field in that block to control the positioning of the environment map, and there are various other complicated paramters that you can play with as well.
Note that in Morrowind, bump mapping will only work if you also have an environment map. To export a bump map from Blender, simply create a new texture slot as usual, but map it to "NOR" instead of to "COL".
To export a gloss map from Blender, simply create a new texture slot as usual, and map it to "SPEC".
To export a dark map from Blender, simply create a new texture slot as usual, map it to "COL", and set the blending mode to "Darken".
To export a detail map from Blender, simply create a new texture slot as usual, mapping it to "COL". So, it is essentially a second base map.