<?xml version="1.0" encoding="UTF-8"?>
<!-- TextureSet is the main group for texture file definitions. 
    Each Set strongly correlates to textures within a game data directory, 
	such as female body textures, outfit textures, etc. 
	This translates to a top level directory in Source and Library folders.
	Each texture set contains a series of "channels" and "subsets".
	A channel is a color information category, such as Normal, Color, and Specular. Channels don't need to be 
	 named the same as the examples below, but it might be a good idea to avoid confusion.
	A subset is a subcategorization that corresponds to a variation such as race or item appearance.
	The TextureSet and subset combined determine the final path of any saved textures
	Thus, the path of an output file is determined by 
		[game data path]/[texture set path]/[subset name]/[filename].[fileextension]
-->
<TextureSet Name="Head" > 						<!-- textures for the head -->
	<Path>textures\actors\character</Path>  	<!-- note the lack of leading and training slashes!! -->
	<SubSet Name="Female">						<!-- Female -- "Nord" race version -->
		<Channel Name="Color">   				<!-- channel = "Type" in TexBlend -->
			<FileName>femalehead</FileName>  	<!-- no extension on this filename! -->
			<FileFormat>dds</FileFormat>		<!-- can be numerous formats (incl. psd, png, bmp, tga, dds, jpg, gif) dds is the common format. -->
			<Size>1024</Size>					<!-- pixel count for texture width (Assumes height is the same) -->
			<CompressTex>0</CompressTex>		<!-- 0 for yes, 1 for no.  Normal maps should not be compressed -->
			<HasAlpha>0</HasAlpha>				<!-- 0 for yes, 1 for no. Whether or not the texture contains transparency -->
		</Channel>
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Specular">				<!-- Specular map -->
			<FileName>femalehead_s</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
		<Channel Name="Skin">					<!-- Skin map -->
			<FileName>femalehead_sk</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
	<!-- in skyrim, the difference between the races is just the normal map on the face,
	      except beast races.  The subsets here only apply to the normal map therefore
	-->
	<SubSet Name="BretonFemale">				<!-- Breton race -->
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
	<SubSet Name="DarkElfFemale">				<!-- DarkElf race -->
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
	<SubSet Name="HighElfFemale">				<!-- HighElf race -->
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
	<SubSet Name="ImperialFemale">				<!-- Imperial race -->
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
	<SubSet Name="RedguardFemale">				<!-- Redguard race -->
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
</TextureSet>

<TextureSet Name="BeastHead" > 					<!-- textures for beast heads, which are very different  -->
	<Path>textures\actors\character</Path> 	
	<!-- the Beast races addtionally have color and specular maps of their own -->
	<SubSet Name="ArgonianFemale">				<!-- Argonian race -->
		<Channel Name="Color">					<!-- Color map -->
			<FileName>argonianfemalehead</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>		
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>argonianfemalehead_msn</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>		
		<Channel Name="Specular">				<!-- Specular map -->
			<FileName>argonianfemalehead_s</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>	
	<SubSet Name="KhajiitFemale">				<!-- Khajiit race -->
		<Channel Name="Color">					<!-- Color map -->
			<FileName>femalehead</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>		
		<Channel Name="Normal">					<!-- Normal map -->
			<FileName>femalehead</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>0</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>		
		<Channel Name="Specular">				<!-- Specular map -->
			<FileName>femalehead</FileName>
			<FileFormat>dds</FileFormat>
			<Size>1024</Size>
			<CompressTex>1</CompressTex>
			<HasAlpha>0</HasAlpha>
		</Channel>
	</SubSet>
</TextureSet>
