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gibbed

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  1. Endianness doesn't apply on the bit level (well, it can, but that's not what's going on here), this is just munged. But hey, problem is solved. :smile:
  2. It turns out the developers of FO4Edit create their own fake data and don't show the real binary. What you found is actually correct.
  3. I updated my previous post, please check again with the correct value.
  4. Edit: sorry, made a mistake. Edit #2: I checked the FO4Edit source code, I was correct. Greater than or equal to = 0x60 = b01100000 Greater than or equal to (OR) = 0x61 = b01100001
  5. Oh no, this would be part of what your screenshot shows as "Greater than or equal to". That should have a value of 0x60. You'd want a value of 0x61.
  6. I don't know how this is represented in FO4Edit, but the comparison type has additional flags. One of them is to "OR" instead of the default "AND", which is bit 0 (0x1).
  7. The base power armor textures are computed at runtime using a palette system, including most of the extra materials you can select. Special cases like the Hot Rod materials have their own textures.
  8. The way it works is like this: There's a COBJ which defines the constructible object. There's a OMOD which defines an object mod. This defines a set of values that are changed, including material swaps and other data. There's a MSWP which an OMOD can point to, which defines material files that are swapped. You're looking in the wrong place. Unfortunately I don't think FalloutSnip or TES5Edit will be able to display nice editors for OMOD data. The Vault-Tec material OMOD simply has a modifier that says "shift the palette by 0.72, 0.72". It doesn't touch upon materials at all, because the palette is already part of the base Power Armor materials. If you want to do an actual material swap (to change the textures), you'd need to come up with an OMOD that does a pure material swap. You could try copying PA_Material_HotRod01 or PA_Material_HotRod02 or PA_Material_HotRod03 and edit what MSWP they point to (but be warned that they do other things -- like attribute bonuses, add name prefixes, etc). Then create your own MSWP form.
  9. Sure, just replace the relevant base OMOD with your own in a mod that does a pure material swap instead.
  10. Yes, Vault-Tec paintjob is also a palette shift (it also does a decal material swap to add the Vault-Tec logo).
  11. The military paint for Power Armor is a palette shift rather than a texture change.
  12. Ah, a topic about material files. I pushed tools for converting .bgsm and .bgem files to a json format to my repository yesterday, which will make them easier to edit. FO4 will read the JSON format too. binaries: http://svn.gib.me/builds/fallout4/ source: http://svn.gib.me/public/fallout4/trunk/Gibbed.Fallout4.ConvertMaterial/ http://svn.gib.me/public/fallout4/trunk/Gibbed.Fallout4.ConvertEffectMaterial/
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