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FlaconOil

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  1. @speedynl : I just don't know how to thank you ! This simple "bUseCombinedObjects=0" into "fallout4.ini" and "fallout4Custom.ini" Just solve the problem ! It's now clean of cables overlay, get smooth edges of cables, and good alpha.... : http://image.noelshack.com/fichiers/2016/13/1459614933-1.jpg I can now finish to texturing and update a lot of work ! PROBLEM SOLVED ! Thanks, Again :wink:
  2. Think it can be done with an .esp creation ? I don't know how it works but did it do the trick for a replacement of the id ?
  3. In simple words : red channel for specular texture and green channel for glossiness texture. The blue channel isn't used for speculars. You need to let it totally white. I suggest you to take the vanilla's texture you want to work on, open it in your prefered editor (photoshop, gimp....) and see by yourself.
  4. No crash for me with the 2.0.0 pre alpha 4. All nif opened.
  5. Searching for an other nif but nothing for the moment... I really don't understand why this happens. I have search onver the land other greebs and ducts and there's all the same. Only the texture is used, not the nif.
  6. Hello, I'm on an update for my mod, with greebs textures and nif replacement (cause UVW and mesh modification). I can replace an existing prop without any error or bug (see this screen of the "RedRocketGasSign01.nif" replaced by my "WallGreeb1x1_01.nif") just for visualisation and test : http://image.noelshack.com/fichiers/2016/13/1459364646-01.jpg Both mesh and UVW are modified, New texture too. File correcty converted in LOD format with triangle number in "LOD 2". But when i want to replace the vanilla's one "WallGreeb1x1_01.nif" in the good folder (data Meshes SetDressing Greebs) it show the old nif but the good new texture. See below : http://image.noelshack.com/fichiers/2016/13/1459365113-2.jpg In the new nif (first image), i've corrected alpha bugs, many cables overlapping, and add a few vertices for more bended corners. Is there any other nif or data information to add ?? or LOD building with all greebs already on it that i need to modify too ?? For info, i've done the 2 screens in the same session of game, just sprinting to the other location. Thank for any help !
  7. Hello ! @YailBloor : I actually have a Custom Kriss Vector i've made with full accessories, and a AK47 assault (Stock). I've not done those two for fallout 4, but i can convert them (the textures) to match fallout 4 engine. The only thing is that i don't know how to import a gun into fallout 4. I mean that i don't know what to do with Nifskope to match the gun with hand in game, animations etc... So here i need someone to do it or explain me how to. here's my Kriss on SketchFab : https://skfb.ly/KKFu Sorry for some glitches on the textures, but they are in .jpg for performance, because it's 4096*4096. And the render isn't as good as Marmoset, In sketchfab it's too flat. So here you have a good render in ArtStation, but here the texture quality is poor... make a mix with your eyes ;) : https://www.artstation.com/artwork/z50zw It's on SniperMod, and lot of accessories can be removable. It can be switched to assault and standard mode. EOTech and Sniper Scope, sights, silencer, laser, lamp, rails, handle (that can be animated because it contains foot for sniper mode), Fortis clip, AceArms Accessorie, assault prolongator (the black one with holes) all can be removed. I can miss something, i've done this work 2 year ago. Custom Cross, long magazine and lateral switch for the scope are part of the gun and can't be removed/changed. The cross can off course be folded, The Sniper Scope can be folded too, at 45° on it's support. Buttons can be switched etc... All is done for InGame integration. But all need to be done with Nifscope or other to work. Tell me if your interested ;)
  8. I also think that your screen is not so bad, because you need to keep in mind that the lighting environnement is not the same. If you had a identical lighting, i think you would be as good as you can. I've done a quick test in painter and i've seen that you need to verify spec and gloss for each texture you create. Because when you create a fill layer with material or a smart material, almost all are generated for metal workflow. So you need to check in every material if there's metal/rough and convert it in spec/gloss. it's very important because most of the time metallic worflow materials will came with only basecolor and height (you need to add spec and gloss). it's just for info, in case of you don't have seen that. Edit : Oh, and keep in mind that you'll lost all color information from the RGB spec map, because it's converted in gray channel. So the ingame screen cannot be the same as the painter screen.
  9. The result is much better than with metal workflow. I badly expressed myself about glossiness. it need to be on L32F and not RGB. (it can change a lot when export). For the albedo, you could also try sRGB. In fact, you could try all if you want, cause we don't know how fallout 4 works really. Also, i have read informations about red and green channels can be switched. One object could have specular on green, and another object have the spec on red. So you could try it.
  10. So, just for information : If you work in Spec/Gloss worflow, you need to add the specular map in RGB mode (and not sRGB). and the "glossiness map" wich is auto on "L32F" (is black and white) Don't miss to delete the metalness and roughness map. Also, it is possible that the albedo need RGB instead of sRGB, you need to test it too. Because Fallout 4 engine is really ... strange. A good workflow will be probably a lot of pratice, I wish you good luck :)
  11. Cool ! Then have you create your project with spec/gloss maps or metalic/rough maps ? It can change a lot
  12. It's just because Fallout 4 isn't using Metallic PBR workflow. it's a "Metal/Spec gloss" and not sure that it is PBR at all. It also use "_palette" maps for certain metallic objects (like weapons) for special effects. That's hard to understand how it really works. You could try using the "Specular Gloss PBR shader" for Painter. it's downloadable here : https://share.allegorithmic.com/libraries/15 i don't know how it works, but it can be better in case that metallic isn't good at all.
  13. Thanks for the tip about quit to menu, saves a lot of click ! I'm following for a console command.
  14. Hello koojinn :) here you got two big problems. For the orientation problem, it's just because painter invert the axis of your model. You need to import the obj in a 3d application like 3dsmax, maya or blender or any other you like. When it's done, adjust your model and then export it as obj with "flip axis" option check. (According to the software, you need to or not). Then just import your obj in substance painter and you'll see. If it's not correct, do it another time with "flip axis" unchecked. The other thing is because in this model, there's a lot of different texture used for different part of the mesh. You can see it in the 2D view of painter, there's some uv's island on the others. In fact it's complicated to tell you exactly how to because i'm not a english speaker (french) but you need to import your model into separate part. There's some video tutorials on the allegoritmic website. Hope it will help you ;)
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