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Everything posted by DUST2DEATH
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My texture edits don't show up ingame?
DUST2DEATH replied to Andronicus's topic in Fallout 4's Discussion
manually place your edited file (the dds, not the rar) into your steamapps/common/fallout4/data/ folder. Make sure you have the right path. For shacks you would place the dds into fallout4/data/textures/architecture/shacks -
Use the tag function so it puts the magnifying glass next to any item that contains something you need....
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What do you suggest I use instead of those programs first? There's tangent space and world space normals. Disney uses one type and I think Bethesda uses tangent space. I just use photoshop myself...
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- game engine
- texture creation
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What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
The nifs in question have no assigned texturesets at all. only materials which use a remap diffuse. You can override the remap so it works as a normal diffuse, however, it has issues. You lose roughly 40 - 50% in building colour variation. There is also tiling issues if you do. Example. 1 building in vanilla is pink. If you override it, 1 of its 2 story walls (which for the sake of discussion is 3 tiles long of 2 rows stacked. 5 of those tiles will be pink, 1 will be red. 2nd wall will be pink. 3rd wall will be purple. Ive played with all the materials specified, and made them all flat colours of their assigned names. It appears some arent used, or ignored. -
Meltdown - This game is just F'n lazy!
DUST2DEATH replied to a topic in Fallout 4's Creation Kit and Modders
Most likely. The more you dig, the more lazy it becomes.... So you reckon they will try a paying modders model again? A more thought out deal. No idea if they would try that again, however I wouldnt put it past bethsoft. It would have to be super well thought out and clear as crystal though not receive all the backlash again. -
Meltdown - This game is just F'n lazy!
DUST2DEATH replied to a topic in Fallout 4's Creation Kit and Modders
Most likely. The more you dig, the more lazy it becomes.... -
What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
Fair enough, I just wasnt sure why you linked it. Not sure why you are so on the defensive, I wasnt attacking you... -
What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
his issue isnt/wasnt the same thing, but thanks? -
What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
its not something enb can fix, nor am I looking to fix. Im trying to improve the textures for the buildings, but these components of the buildings, and some others are done as described above. the meshes of each component only points to a material. the materials point to a base texture, swap texture and grayscale gradient. Neither the base or swap appear to be used although referenced. instead replaced by the remap at the engine/shader level. a gradient diffuse specifies the colour ranges for the various options. Because of this, its making it very infuriating to have a meaningful improvement. -
What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
Forgive my wording. The randomness isnt random as such, nor is the procedural nature random. Its a remap texture used for the buildings, that varies the colours of the buildings etc for variation. The buildings are always the same in build and colour. It uses RGB input which determines output. Mu understanding is that this is all done down at the shader level by the game engine, not in the diffuse etc themselves. (which matches my experiences when dealing with these buildings.) -
What are the chances that....
DUST2DEATH replied to DUST2DEATH's topic in Fallout 4's Creation Kit and Modders
Ive looked through FO4edit and gone through the materials. What im interested in the HSV node. the buildings are procedurally generated (for the most part). Nif components used have no texturesets, only materials, which reference the base texture and swap but seem to be a false flag as its all done via remap textures. RGB input = output. -
CK will let us edit at the shader level? I had a quick look around at the previous CK's ( excuse my noobishness ) and I could see it would let you edit some shader effects ( effectshader ), but I dont think that is what Im after really.
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Fallout 4 - Texture Optimization Project doesnt work
DUST2DEATH replied to vx400's topic in Fallout 4's Discussion
Is the mod active in NMM? (green tick beside it) If no, do the following and try again with NMM. add the following line to the Fallout4Prefs.ini file below the section marked [Launcher]: bEnableFileSelection=1 change the following line in Fallout4.ini: sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ -
Need Advice on My Mod - Texture Issue
DUST2DEATH replied to Dhegonus's topic in Fallout 4's Discussion
what happens when you apply your texture to a base armor model? same thing? -
To each their own.. I save as a TGA then convert to BC5 using the nvidia texture tools. I guess I should've worded it differently, this method works for me and I've seen others use it, since nobody else in this topic actually gave a method I thought I'd share it. I wasn't try to bash anybody but in the end the OP and others now have two methods to try instead of one so it's even better. Oh I meant nothing by my post, Im sorry it came across that way. :smile: Options and experiences for everyone differ and help everyone else, I agree.
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Tutorial for building NMM installer scripts.
DUST2DEATH replied to ShinraStrife's topic in Fallout 4's Discussion
Thank you for this. Much appreciated. I searched high and low for some documentation like this.