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Ubercharge

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  1. It might be somewhere between decals, I will try to look for them later on and yes overall those small debris/papers/trash /dirt decals need to be retextured with higher resolution
  2. there obviously are dirty female skin textures, and they also work. but I cant find dirty female MATERIAL in bgsm format so I can change it and chose which textures to load
  3. Hi, I am having problem here that I cant deal with: I created "The perfect body" mod, and I also created expansion but with dirty bodies (I spent so much time with hand-painting correct normal textures) Problem is, Fallout game doesn't load that normal texture ...it takes it from clean body you can see it, there are these textures: FemaleBody_d.dds FemaleBody_n.dds FemaleBody_s.dds FemaleBodyDirty_d.dds FemaleBodyDirty_s.dds There is missing FemaleBodyDirty_n.dds texture and used is FemaleBody_n.dds How do I force game load my custom made dirty normals texture? ...to load it onto dirty bodies only? I am good at texturing/art but I cant really code or do the programming stuff I would appreciate any help, UPDATE: I started to browse through materials and I found out this: there is male body materials each for clean and dirty body. (there is actually written to use clean normal texture for dirty body) however there are only materias for clean female body check screenshot http://www.imagehosting.cz/images/morf.jpg
  4. yes I found all sorts of user interface, from pip boy stuff to barter menu, cursor etc..., I just haven had luck with crosshair and marker... friend told me it might be hardcoded into game
  5. I mostly opened textures_n default way, then applied levels wtih black clip at 128. then normal map is correctly displayed. red and green channels are swapped and inverted, so when I make normals out of heightmap, I rotate black n white map 90 degrees anti clockwise, use nvidia tool to get normals, and rotate normal map 90 degrees back. then save into 3Dc format dds it works good for me. same thing with textures_s
  6. thanks for info, that was first thing on my mind. however there is no swf of hit marker, I spent a lot of time browsing those swf s at least I couldnt find it /// btw I changed account to Ubercharge from shunshaftV that was an old one
  7. hello, can you explain me what does blue channel do, and do I set object to look metalic or non metalic? so far I figured out that I add levels to dds to stretch values to fit colour range in PS then I save it into 3dc format which compresses it back to half a dynamic range. I found out that red channel means Reflectivity/Speclarity and green channel refers to Glossiness/rougness what does blue channel do? Maybe there is somewhat object shader network like in UE4 that can be custom set per object when mod tools are released Also one more important thing, How do I force refresh modified textures ingame through console? it takes ages to turn on/off whole game to see tiny changes I made?
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