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{{trail|Implementation|Nif Implementation}}
 
 
'''NIF''' stands for "'''NetImmerse Format'''," which is a file type that was created for the NetImmerse engine in 1997. This later morphed into the Gamebryo Engine (used for Morrowind, Oblivion, and Fallout 3), which in turn was the basis for the Creation Engine, used by games such as Skyrim, Fallout 4, and Fallout 76. Much more than simple 3D mesh files, Nifs can also contain complex shader and texturing information, as well as character rigs, animations, collison meshes, physics properties, and other information that is passed to the game engine. This article details the structure and workings of Nif files as they are used for Skyrim.
 
'''NIF''' stands for "'''NetImmerse Format'''," which is a file type that was created for the NetImmerse engine in 1997. This later morphed into the Gamebryo Engine (used for Morrowind, Oblivion, and Fallout 3), which in turn was the basis for the Creation Engine, used by games such as Skyrim, Fallout 4, and Fallout 76. Much more than simple 3D mesh files, Nifs can also contain complex shader and texturing information, as well as character rigs, animations, collison meshes, physics properties, and other information that is passed to the game engine. This article details the structure and workings of Nif files as they are used for Skyrim.
  
 
== General NIF structure ==
 
== General NIF structure ==
[[File:NifMeshstructure02.jpg|thumb|right|Use this option in NifSkope if the blocks are not shown in tree format.]]
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Nifs use BSShaderProperties and BSTextureSets (with [https://wiki.beyondskyrim.org/wiki/Arcane_University:DDS_Data_Format .DDS image] files) to render meshes. When you open a NIF file in [http://www.niftools.org/ NifSkope], every NiTriShape represents a 3D Object instance. You can get NifSkope, a community made tool, for free at: http://www.niftools.org. A single NIF file can have multiple NiTriShapes and they can reside under various parent nodes. Visualize it as a tree diagram; there is a hierarchical order, similar to shoulder -> arm -> hand -> finger. A mesh could be sorted differently, but most meshes look like this. There may be slight variations, but the general idea is the same.
 
[[File:NifMeshstructure01.png|400px|thumb|right|An example nif block structure.]]
 
[[File:NifMeshstructure01.png|400px|thumb|right|An example nif block structure.]]
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.
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[[File:NifMeshstructure02.jpg|thumb|right|Use this option in NifSkope if the blocks are not shown in tree format.]]
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The '''root node''' always has a block ID of 0. It is most commonly a BSFadeNode (static bodies) or a NiNode (skinned rigged meshes) or a BSLeafAnim/tree node (plants). The '''BSXFlags''' block is used to enable different functions such as collision, physics, or animation. The '''bhkCollisionObject''' contains the collision shape and physics settings. 3D Meshes are represented by '''NiTriShape''' blocks. Each NiTriShape has a second sublevel, which contains a '''NiTriShapeData''' block and the '''BSLightingShaderProperty'''. This is where we set up the way the mesh is rendered with shader type and the shader flags and controllers. If you expand BSLightingshaderProperty, you find the third sublevel; the BSShaderTextureSet, which contains your texture slots. Meshes can be rendered in Skyrim according to their BSLightingShaderProperty or the '''BSEffectShaderProperty'''.  
  
The root node always has a block ID of 0. It is most commonly a BSFadeNode (static bodies), a NiNode (skinned rigged meshes like armors), or a BSLeafAnim/tree node (plants). The root node will usually have attached [[#Metadata|metadata]] blocks that activate other nif properties like animation, Havok physics, and inventory display. 3D Meshes are represented by [[#TriShapes|TriShapes]]. The surface material is defined by a [[#Shader types|shader property]] block, either a Lighting Shader or an Effect Shader. Animations are defined in Controller blocks, or in child nodes of the shader property.
 
 
== TriShapes ==
 
 
A NiTriShape can have the following child properties among others:
 
A NiTriShape can have the following child properties among others:
* '''NiTriShapeData:''' the actual mesh data (vertices, normals, tangents, UV map).
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* NiTriShapeData is the actual mesh data (vertices, normals, tangents, etc).
* '''[[#Shader Types|Shader Property]]''' (BSLightingShaderProperty or BSEffectShaderProperty): holds lighting and texture information.
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* BSDismemberSkinInstance is the information necessary to handle limbs being dismembered from the base mesh. Those nodes hold all skinning/rigging data. They tell the mesh how to deform during animation.
* '''[[#Transparency|NiAlphaProperty]]:''' tells the game how to handle transparency in the mesh, if any.
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* BSLightingShaderProperty holds lighting and texture information.
* '''BSDismemberSkinInstance:''' only present in skinned meshes like armor. It contains the vertex weighting to handle limbs being dismembered from the base mesh, and deform during animation.
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* NiAlphaProperty tells the game how to handle transparency in the mesh.
  
'''BSTriShapes''', used in Skyrim Special Edition, combine the NiTriShape and NiTriShapeData into a single block. They are not widely supported by nif import and export tools, and cannot be manipulated as easily within NifSkope. They can be converted back and forth by nif converter tools like Cathedral Assets Optimizer or SSE Nif Optimizer. However, LE nifs work fine in Special Edition, and do not need to be converted. In fact, SSE nifs use less precise values, so LE nifs are recommended regardless of which version of the game you are modding.
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{{note|This is the structure of Skyrim LE nifs. Special Edition nifs are similar. The main difference is that they use BSTriShapes, which are a combination of the NiTriShape and NiTriShapeData explained here. Some of the BSTriShape attributes can not be manipulated in NifSkope, and they are not supported by most import/export tools, so most modders work with LE nifs. Fortunately, most LE nifs work just fine in Skyrim SE.}}
 
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'''BSLODTriShapes''' are the same as NiTriShapes, except that they fade out some distance away. This is used in LE to make small details on architecture nifs fade out ''before'' it is replaced with an LOD model. This block has no effect in SSE (no parts fade out individually).
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==Texture Slots==
 
==Texture Slots==
[[File:TextureSlots03.png|thumb|right|upright=2|NifSkope uses [[wikipedia:zero-based numbering|zero-based numbering]], so the first slot is Slot 0, the normal map slot is Slot 1, etc.]]
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Textures are the only way for you to paint your mesh and make it look the way you want which means that, apart from the mesh itself, the textures will be the single most important work. As the mesh is built using triangular faces, to know what to draw on each face, you create what is known as [https://www.youtube.com/watch?v=xPoxqOcUzNQ UV Maps] in Blender or 3D Studio Max. The UV Map is where you take the geometry of your mesh and map them on to a flat plane. This way the game can project a texture back on to the mesh based on the information in this UV Map. It is therefore important to understand that when vertices are moved, they will stretch and shrink the face and can cause the texture to look strange. This is more an issue with how 3D engines work and not anything you can control. Just keep in mind and work around it if needed.
All textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files (with a few exceptions, such as menu art). These textures are typically referenced in the <code>BSShaderTextureSet</code> block, as shown at right.
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Some slots are reused for multiple different purposes. For example, when a mesh uses the Glow shader, slot 3 is used as an emissive map. But when a mesh uses the Skin shader, the same slot is used for skin tint. Be sure to select the proper [[#Shader types|shader type]], and activate the desired shader flags, for your model to be displayed correctly.
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Almost all textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files.
  
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.
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'''The shader will apply light and effects based on 2 things:'''
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* The BSShaderTextureSet textures.
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* Flags set for the BSLightingShaderProperty. Each flag only works with a specific set of textures.
  
{| class="wikitable" style="clear:both; width:90%; margin:1em auto"
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[[File:TextureSlots03.png]]
|+ Texture Slots Overview
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 +
{| class="wikitable"
 +
! Number !! Name !! Use !! naming convention
 
|-
 
|-
! Texture Slot !! Name !! RGB Channel !! Alpha Channel !! Texture Suffix !! Suggested [https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ Compression] !! Suggested creation method
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| SLOT 1 || diffuse map || diffuse (RGB) + transparency (Alpha) || d.dds
 
|-
 
|-
| SLOT 1 || Diffuse map || Diffuse map (base color and ambient occlusion) || (optional) transparency map  || (no suffix) || BC1 (no Alpha), BC7<sup>[[#Notes|[a] ]]</sup> for RGBA || Base Color and additional contrast, darkness, desaturation
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| SLOT 2 || normal map || normal (RGB) + greyscale Specular (Alpha) || n.dds
 
|-
 
|-
| SLOT 2 || Normal map || Normal map || Grayscale specular map || _n.dds || BC7<sup>[[#Notes|[a] ]]</sup> || normal map similar to PBR, for specularity in your alpha channel invert a roughness map or insert a PBR specularity. Black is zero reflection, White full.
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| SLOT 3 || glow map || emissive (RGB) / subsurface color (RGB) || sk.dds
 
|-
 
|-
| SLOT 3 || Glow map / Skin Tint || Emissive / Skin Tint || none || _g.dds / _sk.dds || BC1 || Color map.
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| SLOT 4 || bump map || greyscale height / parallax (RGB) || g.dds
 
|-
 
|-
| SLOT 4 || Bump map || Grayscale height or parallax || none || _p.dds || BC4<sup>[[#Notes|[b] ]]</sup> || Used for depth levels in parallax shader (broken in vanilla Skyrim) and Multilayer Parallax.
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| SLOT 5 || env. map / cube map || environment (mirror) / cube map (RGB) || e.dds
 
|-
 
|-
| SLOT 5 || Cube map || Cube map || none || _e.dds || BC1 || Ambient metallic color reflection of light.
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| SLOT 6 || material map || environment / reflection mask (RGB) || m.dds / em.dds
 
|-
 
|-
| SLOT 6 || Environment Mask || Environment mask || none || _m.dds or _em.dds || BC4<sup>[[#Notes|[b] ]]</sup> || Environment map mask. Black is no environment map and white is full intensity environment map (refer to SLOT 5 for environment map).
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| SLOT 7 || - map || inner layer diffuse (RGB) + inner layer depth (Alpha) || -.dds
 
|-
 
|-
| SLOT 7 || Inner layer map || Inner layer diffuse || Inner layer depth / none || _i.dds || BC7<sup>[[#Notes|[a] ]]</sup> || For inner layer depth, black is minimum depth, white is maximum depth.
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| SLOT 8 || sst.m. || subsurface teint outer colour || s.dds
 
|-
 
|-
| SLOT 8 || Subsurface Tint / Specular / Backlight map || Subsurface tint outer color / Specular map / Backlight map || none || (no convention) / _s.dds / _b.dds || BC1 || Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). This slot is also used for the specular map for meshes that use model space normals (NPCs). It can also be used for an RGB backlight map.
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| SLOT 9 || - || - || -
 
|}
 
|}
<div id="Notes" style="font-size:89%; text-align:center">
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{{note|NifSkope uses [[wikipedia:zero-based numbering|zero-based numbering]], so the first slot is Slot 0, the normal map slot is Slot 1, etc.}}
: <small>[a]</small> - BC7 is not supported by Oldrim/LE. If modding for LE, use BC3 here.
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: <small>[b]</small> - BC4 is not supported by Oldrim/LE. If modding for LE, use BC1 here.
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</div>
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===Diffuse Map (Slot 1)===
 
===Diffuse Map (Slot 1)===
 
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. 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. All other textures will only be detail additions and effects.
 
* Compression:
 
* Compression:
** Use BC1 if transparency is not needed, or if only full transparency is needed.
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** Use DXT1 if transparency is not needed.
** Use BC3 or BC7 if the texture needs smooth partial transparency.
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** Use DXT3 if only full transparency is needed.
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** Use DXT5 if the texture needs partial transparency.
  
 
* Required properties:
 
* Required properties:
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=== Normal Map (Slot 2) ===
 
=== Normal Map (Slot 2) ===
The normal map adds the illusion of depth and detail to a mesh, while keeping the poly count low. Normal maps are [[AU:baking|baked]] from a high poly onto a low poly model, either with [[Arcane_University:3D_Art#3D_baking_programs|xNormal or a texture program]]. Learn more universal information on normal maps at [https://www.notion.so/Mesh-Maps-Explained-421c1c7b3c504020bde8a3d83f4ba4af Mesh Maps Explained] and [http://wiki.polycount.com/wiki/Normal_Map_Technical_Details Normal Map on Polycount Wiki].
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The normal map, very similar to a bump map, will add the illusion of depth to the mesh. This is accomplished by creating varying shades of violet using various software including Mudbox, Zbrush, xNormal, Maya, the Gimp normal map plugin, or the Nvidia normal map plugin for Photoshop. The shader use the violet levels to determine the light levels for the texture, bending it if you wish, giving you what looks like height and depth details to the mesh. Model Space Normal files created by Bethesda have the suffix _msn and are normal maps with no alpha channel. I prefer to use _n tangent space normal maps with the alpha channel instead of using another image and more video ram.  
  
 +
The ability to add a specular alpha too good a thing to pass up. It is important that NiTriShapeData > BS Num UV Sets is set to 4097 in NifSkope. If it is not, the Creation Kit, Nifskope, and the game itself will not display the Normal Map properly in-game.
  
'''The Alpha Channel of the Normal Map'''
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''The Alpha Channel of the Normal Map''
  
While the ''alpha channel'' in a .png image usually controls ''transparency'', it is not the case for DDS normal maps. The alpha channel instead decides how bright or "glossy" (specularity) that part of the mesh will be in-game. The alpha channel is a greyscale map, where black is minimum intensity with no specular highlight, white is maximum intensity, and grey is a varying degree of intensity. You can use a Specular map or an inverted Roughness map as the greyscale map in the alpha channel to enable this effect. Watch [https://wiki.beyondskyrim.org/w/images/e/ed/Specular_to_Normal_Alpha_Channel.gif how to use specular as alpha].
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The tangent space normal map’s alpha channel is ignored in the Skyrim game engine for transparency and instead, the intensity of the different greyscale levels will determine how bright (specularity) that part of the mesh will be in-game. Black is minimum intensity, no specular highlight. White is maximum intensity. Intensity increases as shade approach white. A quick and dirty way to make this brightness mask is to take your diffuse map and darken it substantially, then copy it in to the alpha channel of the normal map in Gimp or Photoshop.
  
 
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* Compression: Use DXT5 because of the importance of the alpha layer in this file. Bethesda uses DXT5 in all tangent space normal maps that I have observed.
* Compression: Use BC3 or BC7 because of the importance of the alpha layer in this file. Bethesda uses BC3 in all tangent space normal maps.
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* Required properties:
 
* Required properties:
** NiTriShapeData > BS Num UV Sets = 4097
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** NiTriShapeData >BS Num UV Sets = 4097
 
** NiTriShapeData > Has Normals = yes
 
** NiTriShapeData > Has Normals = yes
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Specular
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Specular
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* Suffix: _n:  
 
* Suffix: _n:  
  
'''Suffix: _n: Tangent Space Normal Map'''
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''' Suffix: _n: Tangent Space Normal Map'''
Also called Normal Map. Required to use the alpha layer specular map. Tangent space normal maps are easily recognized by their mostly blue appearance. Tangent space normals almost always look bluish because normals in tangent space are always considered “up” (coordinates 0, 0, 1 ), even if in world space this is not true. The normals mapped on this triangle are thus encoded, and that’s the key point, relatively to ( 0, 0, 1 ). Because most normals are majorly “up”, and since the vector ( 0, 0, 1 ) is colorized as blue-purple-ish, the result is a blue-purple-ish normal map. The benefits of tangent space maps are the removal of the restrictions imposed by World Space and Object Space normal maps. Tangent Space normal maps can rotate and deform, therefore they are ideal for characters or objects that need to have vertex deformation, like water or tree limbs.
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Required to use the alpha layer specular map. Tangent space normal maps are easily recognized by their mostly blue appearance. Tangent space normals almost always look bluish because normals in tangent space are always considered “up” (coordinates 0, 0, 1 ), even if in world space this is not true. The normals mapped on this triangle are thus encoded, and that’s the key point, relatively to ( 0, 0, 1 ). Because most normals are majorly “up”, and since the vector ( 0, 0, 1 ) is colorized as blue-purple-ish, the result is a blue-purple-ish normal map. The benefits of tangent space maps are the removal of the restrictions imposed by World Space and Object Space normal maps. Tangent Space normal maps can rotate and deform, therefore they are ideal for characters or objects that need to have vertex deformation, like water or tree limbs.
  
  
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This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
 
This slot can either be used for an Emissive Map or for a Subsurface Color Map which is used in the MultiLayer Parallax section below. The Emissive Map texture will add lighting to the mesh based on a few settings being set. The game will glow any color that you use / add but ignore black making this a very easy texture to apply. However, because you need to use Emissive Color for the glow base it may wash out the texture color.  You may need to try different settings for this color but it will most often work fine if you use similar colors or set Emissive Color to a greyscale color. Soft Lighting, also called wrapped diffuse adds a glow through the object to simulate light being diffused and passing through the object. Good for simulating semi-transparency on objects such as leaves. Rim lighting is only visible when light is on the opposite side of the mesh and simulates light bending around the object and lighting it at the edges.
  
* Compression: BC1
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* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Type: Glow Shader
 
** BSLightingShaderProperty > Shader Type: Glow Shader
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This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
This slot is used for a true Height/Parallax Map, different from the MultiLayer Parallax shader. It does not function in vanilla SSE, so it requires the [https://www.nexusmods.com/skyrimspecialedition/mods/31963 SSE Parallax Shader Fix] SKSE Plugin, or ENB. This is a greyscale image in RGB format. Height is determined by the darkness or lightness of each pixel as follows:
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
 
* Mid grey (RGB 127,127,127) is zero depth and height, Black is maximum depth, White is maximum height.
* Compression: BC1
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* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
 
** BSLightingShaderProperty > Shader Flags 1: SLSF1_Parallax
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Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
 
Environment/Cube Maps more or less add another layer of textures and can help get a more detailed look to your mesh. Cube mapping is preferred over other methods of environment mapping because of its relative simplicity. Also, cube mapping produces results that are similar to those obtained by high quality, slow rendering, but takes much less processing power – the moderate reduction in quality is compensated for by large gains in efficiency. Also, cube mapping provides a much larger capacity to support real-time rendering of reflections relative to other mapping methods because the combination of inefficiency and viewpoint dependency severely limit the ability of these mapping techniques to be applied when there is a consistently changing viewpoint. These maps are a bit different than other one layered textures: A cube use 6 faces, counting 2 faces for each axis, xyz. Each face can be calculated with positive and negative x, y and z. They are sorted from +x, -x, +y, -y, +z and lastly -z. Each of these would be their own layer in an image editor, for instance, Gimp or Photoshop.
  
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Environment Map
 
** BSLightingShaderProperty > Shader Type: Environment Map
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=== Greyscale / metallic cube mask (Slot 6) ===
 
=== Greyscale / metallic cube mask (Slot 6) ===
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
 
Environment/Cube Mask is a Greyscale Image. Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light.
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** An environment/cube map is required.
 
** An environment/cube map is required.
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=== Subsurface Tint Map (Slot 7) ===
 
=== Subsurface Tint Map (Slot 7) ===
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
 
This slot is also used for Inner Layer Diffuse and Inner Layer Depth maps in MultiLayer Parallax which will be detailed below. Subsurface tint maps are used for subsurface scattering. This is a rendering effect that simulates the diffusion of light inside a translucent medium. The effect can be seen as an extension on the principles of translucency and is appropriate for realistically simulating a wide range of materials including wax, marble, liquids (like milk), plant leaves, fruit, snow, and most importantly, human skin.
* Compression: BC1
+
* Compression: DXT1
 
* Required Properties:
 
* Required Properties:
 
** BSLightingShaderProperty > Shader Type: Skin Tint
 
** BSLightingShaderProperty > Shader Type: Skin Tint
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=== Backlight Map (Slot 8) ===
 
=== Backlight Map (Slot 8) ===
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
 
Back lighting fills in the surface opposite a light. This is useful for faking translucency, like showing the bones in a dragon’s wings yet letting light bleed through the skin. The texture can be colored but like glow maps a high emissive value will wash that color out.
* Compression: BC1
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* Compression: DXT1
 
* Required properties:
 
* Required properties:
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting
 
** BSLightingShaderProperty > Shader Flags 2: SLSF2_Back_Lighting
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Slot09 – Currently Unused.
 
Slot09 – Currently Unused.
  
== Shader types ==
+
== Shader Types ==
 
[[File:BSshadertypes01.png]]  
 
[[File:BSshadertypes01.png]]  
  
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[[File:nifeffects4.png]]
 
[[File:nifeffects4.png]]
  
==Metadata==
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==BSXFlags node==
===<span id="BSXFlags node"></span>BSXFlags===
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The BSXFlags node goes inside of the root node of the nif, in most cases it will be the first one in the root's children. It serves to define the behaviour of the object in Skyrim, the flag that corresponds to each thing varies depending on the properties that it possesses. Said properties can be accessed and selected by clicking the small flag icon, the total number is the sum of the selected flags. The list of possible flags is as follows:
The BSXFlags node goes inside of the root node of the nif. In most cases it will be the first one in the root's children. It contains a series of flags that activate different properties of the object in Skyrim. These properties can be accessed and selected by clicking the small flag icon, the total number is the sum of the selected flag values. The list of possible flags is as follows:
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{| class="wikitable"
 
{| class="wikitable"
 
! Bit/Number !! Name !! Description
 
! Bit/Number !! Name !! Description
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| Bit 2 (4) || Ragdoll || Used by skeleton nifs
 
| Bit 2 (4) || Ragdoll || Used by skeleton nifs
 
|-
 
|-
| Bit 3 (8) || Complex || Has more than one bhkCollisionObject
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| Bit 3 (8) || Complex || Has more than one bhkCollisionObject (mutually exclusive with Bit 7: Articulated)
 
|-
 
|-
 
| Bit 4 (16) || Addon || Necessary for any addon node (e.g. candle flame) to appear in game  
 
| Bit 4 (16) || Addon || Necessary for any addon node (e.g. candle flame) to appear in game  
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| Bit 6 (64) || Dynamic || Asset uses Havok physics (affected by gravity, can move around)
 
| Bit 6 (64) || Dynamic || Asset uses Havok physics (affected by gravity, can move around)
 
|-
 
|-
| Bit 7 (128) || Articulated || Has a single bhkCollisionObject, or a single kinematic chain
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| Bit 7 (128) || Articulated || Has a single bhkCollisionObject (mutually exclusive with Bit 3: Complex)
 
|-
 
|-
 
| Bit 8 (256) || Needs transform updates || Never used in vanilla Skyrim or DLCs
 
| Bit 8 (256) || Needs transform updates || Never used in vanilla Skyrim or DLCs
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| Bit 9 (512) || External emit || Used by assets emitting light  
 
| Bit 9 (512) || External emit || Used by assets emitting light  
 
|}     
 
|}     
 
{{note|Bit 7 (Articulated) is influenced by a NiSwitchNode, if one is present. Even if multiple branches of the switch node have collision, if a single collision object or kinematic chain is to be displayed at a time, this bit will be set.}}
 
  
 
This is a cheat sheet of some common BSXFlags values used in vanilla objects:
 
This is a cheat sheet of some common BSXFlags values used in vanilla objects:
Line 345: Line 338:
 
! Number !! Use !! Description
 
! Number !! Use !! Description
 
|-
 
|-
| 130 || Statics || The player won't be able to interact with the object aside from colliding with it, e.g. Tables, fireplaces, rocks
+
| 130 || Statics || The player won't be able to interact with the object aside from colliding with it, e.g. Tables, fireplaces, rocks ||
 
|-
 
|-
| 131 || Animated Statics || The same as statics, just with animations, e.g. Chests, doors
+
| 131 || Animated Statics || The same as statics, just with animations, e.g. Chests, doors||
 
|-
 
|-
| 194 || Clutter || Havok is activated on these objects, meaning that they have physics applied, e.g. Clutter, weapons, armor ground items
+
| 194 || Clutter || Havok is activated on these objects, meaning that they have physics applied, e.g. Clutter, weapons, armor ground items ||
 
|}
 
|}
 
=== Inventory Marker ===
 
 
The inventory marker (BSInvMarker) block determines the rotation and zoom of an item when viewed in the inventory. Rotation X, Y and Z specify the clockwise rotation in ''radians*1000'' around that axis, when viewed from the positive side of that axis. The standard view (no rotations) in the inventory is viewing from the positive Y axis. Increasing the zoom value makes the item appear larger in the inventory, decreasing it makes it smaller.
 
  
 
== Collision ==
 
== Collision ==
Line 362: Line 351:
  
 
== See Also ==
 
== See Also ==
* [[AU:Nif Implementation|Nif Implementation]]: Tutorials on making nifs work in Skyrim.
+
* [[AU:Nif Implementation|Nif Implementation]]: Tutorials on making nifs work in Skyrim
* [[Arcane_University:DDS_Data_Format|DDS Data Format]]: Information on the DDS format, used for textures.
+
* [[Arcane_University:DDS_Data_Format|DDS Data Format]]: Information on the DDS format, used for textures
*[https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ BSLightingShaderProperty Basics] explains further about BSLightingShaderProperty node and it's uses. Includes image examples.
+
  
[[Category:Arcane_University]][[Category:Arcane_University-3D_Art]]
+
[[Category:Arcane_University]]
 
[[Category:Data_Format]]
 
[[Category:Data_Format]]

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