Hi Ekmek, saw some older questions in the Capos thread, no idea if the questions are still open, but i think posting the information here can´t harm:
shader textures:
diff - the colour of the model
SPEC- specular Intensity: more or less the gloss map
NRML - normal map (better version of a greyish bump map), it simply a map which defines / simulate high and lower parts in the mesh without really modeling them and therefore the most difficult texture to create. But for example it´s possible to create this textures from a slightly adjusted diff texture in gimp
the last two texture, i´m not completely sure - or better said i have no real idea, but i think:
ENV - Enviromental map: it the texture below the gloss [no idea how to describe it better, eg for body armors the used texture is often similar to the glow map for units]
EMSK - Environment Map: seems to be a second gloss map, perhaps a special interaction with the "ENV" texture, at least intelligent difference between SPEC and EMSK shall have a great effect
to apply a shader you must have:
all four "NiIntegerExtraData" and
all four shader textures added (so you need five textures)
the mesh stripified (NiTriStrips) with tangent data (check the NiTriStripsData - binomials and tangents),
afaik it´s not possible to create a working SkinPartition for leaderheads you need to have NiTriShape (causing the model is broking effect in game but it´s already visible in sceneviewer).
Set the shader in the "NiTriStrips" block details: "has shader" to yes, "shader name" to "TLeaderheadShaderNoSkin_20" (is one [or the?] option), and the "unknown integer" below to "-1"
now i hope i didn´t missed a step