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sayaheca

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  1. Where is my mind ?
  2. finally find the origin of the problem, crafting highlightfix mod seems to block all the meshes with glow maps when activated. Meshes are showing right when the mod is not activated.
  3. Hello all, I actually work on a static to preview a skin of armor at the armor bench. The static is ok and show ok in the armor bench. BUT For some skins, the parts with glow map are not showing at the armor bench...(example : boots show, pant show, but tshirt and shoulders don't because of the glow map...) The fact is that the glowmaps are working perfectly fine in game. So the same bgsm, with the same nif configuration does two different thing : ok in game, not ok at the preview at the armor bench...And it's related to glow maps because only glow parts doesn't show at the armor bench. I've searched on the web but didn't found a solution. Do somebody help me ? (My english is not really good, not my native language, I hope it's readable) Thank you !
  4. glowmaps are really easy to use, if you know how to use gimp and a material editor gimp, usually glowmap are named xxxx_G.dds by convention You have two ways of doing glow map : first : use only white on black background texture file and choose the emittance color (red will glow as red) in the bgsm second one : use a different colors on black background texture file and choose white as emittance color in the bgsm (the color will be the same as your color in texture), that the way to do if you want more than one color in emittance in the same texture. you just have to configure your bgsm correctly. (exemples can be found in a lot of mods, it's the way I learned to do it, i've put one of my mods down if you need) general : disable env mapping materials :- add the path to your glowmap in the glow line - check emittance enabled - choose the color you want - choose the emittance multiplier (depends on what you want, do test. more is more glow effect) - check glowmap you can find some exemples in one of my mod : https://www.nexusmods.com/fallout4/mods/37598 monochrome glowmap is used on eswat version for shoulders multichrome glowmap is used on akira version for torso. Hope it will help. I can't help you more, I'm working on my own projects actually.
  5. Thank you icestormng, I find it how to do it following your advices ! everything is perfect now.
  6. Hello all I'm working on a brand new item (gasmask) nif file, texture are ok actually My item is craftable in the chemlab, and working fine actually (ballistic and clothes mod, texture swap...etc...FX will come later because I want to do animation on the visor) Actually, the item is shown in the chemlab preview by using a item_go.nif (that I created) as worldmodel in the armor file and accept the swap in chemlab preview. But when you drop the item, I found a weird problem, the item is visible, collision with environnement is ok but I can't take it back to my inventory, like it was nothing I can interact with... I follow some tutorials to learn but this part of the item creation is not mentionned. Can somebody help me find what I missed in the item creation process ? I hope my english is not to bad ^^ Thank you for the help.
  7. preview image working in the chemlab...I'd just found a way to do it yesterday (may be not the better one but it seems to work) I create a GO_nif copy of my object (you have to found a model for the block in nif somewhere because you need to edit a brandly new nif file with some specificity) After, I use this go.nif as world model in the armor page of my object in CK Now i've got a preview model in the chemlab, and swap is working on it... My only problem is now that if you trash this item on the ground, it's existing and visible but you can't take it back ^^ I think I missed something...I'll will find it, maybe... Hope this will help Regards
  8. Hello all, I'm actually texturing and modding for fallout 4, learning new things everyday. Everything is going fine in texturing, material swap and things like that, I'm beginning to know what I'm doing ^^ But I found a problem and didn"t find any solution on web or tutorial about this particular problem. Let's go : I import a gazmask from another site and work on it. (I'm learning so only for personnal use actually) First part, I adapt the model using outfittstudio tu suppress the clipping : ok, perfect in game second part, The visor was opaque. I modify it on nifscope and made it transparent : ok, now perfect IG third part : I edit the visor bgem and the nif file to go with it (yes I want some special inclusions on it), and it was perfect. The final result is ok but but but... I created a texture for the visor visor.dds, the bgem point to it. The visor texture is 2048*2048 and is applied but only a very small part of the texture is on the visor...Like a very small part of my original texture. I can't find the variable to change to have the global texture applied and not only a part of it, I found nothing on the net or even in tutorial about this particular problem. Can someone help me find a solution, maybe ? Or maybe a trick ? Thanks and have a good mod day ! (my english is a bit weird but it's not my native language, please be cool^^)
  9. Hello, So actually it's working only as replacement ? What you want is do them craftable at the chemlab and do a material swap to choose the texture at the armor bench ? Hummm, I'll try to have a look at it but it will take some time because I know how to do the swap between texture but not the crafting part of the thing. I need to learn to do it so I'l have a look on it. Better to work on this, it's a good training =) I'll give news when I do progress =) (sorry for my english, need improvement ^^)
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