I have written previously about NIF files and about open source Niftools. NIF file stores a scenegraph. Import/export is available for Blender, Max, Maya. Standalone NIF viewer+manipulator, Nifskope, is available as well. http://niftools.sourceforge.net
NIF format supports multitextures: Base Texture Dark Texture Detail Texture Gloss Texture Glow Texture Bump Map Texture Normal Texture Unknown2 Texture Decal 0 Texture Decal 1 Texture Decal 2 Texture Decal 3 Texture Shader Textures[ NumShaderTextures ] Shader textures are of the same type than all previous textures. That means you don't have to use the prenamed texture slots. Added bonus is that if you switch to Gamebryo engine, all your NIF files works there natively. Games which use Gamebryo are, e.g., Oblivion and upcoming Fallout 3. Check their screenshots. There would not be a need to integrate the whole NIF system to OSG, only what is needed. I have written my own partial nifparser library (in plain C) based on docs found in Niftools (so that I had best change to actually learn the format, not to torture myself), and I have rendered lightly the Oblivion NIF files. So, I have some expertise, but I'm sure here are people who are qualified coders and does the integration job in notime. Another way could be in writing the OSG file format export/import for Blender etc. Assuming that OSG stores your multitexture scenegraph. Juhana _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

