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ToxicShift13

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  1. Did you ever find a solution to this problem? I am currently in the same predicament. Also, did you find a new way of circumventing the "we don't use magic here" loop? I'm worried it will happen again on future playthroughs.
  2. Not sure if you saw the edit but i found the problem, i did not set the BC5 compression, i did not set compression as i was unaware i needed to, so it would crash. Runs fine now that i set that.
  3. Anytime i make a change to the spec map the game crashes upon wearing the helmet, no idea what thats about. Here, try using it with this spec map: http://www.mediafire.com/file/pcxcok4ugp4uvox/SovietVisor_s.DDS I'm curious to see if it will also crash for you, if it does it means either i'm using gimp wrong or perhaps my version of gimp and its plugins is creating an unreadable spec map. In fact, i'm going to make no changes at all to the spec map but open it and save it with gimp and see if that causes the crash, in which case i know its just gimp itself somehow corrupting the dds in some way. Edit: Nevermind, i did not realize i needed to put a specific comppression on it (BC5). Il do that now.
  4. I did not have much chance to work on it yesterday, so today i'm making the eye slit. But another question i have to ask is that despite the visor and helmet being matched in color, the specularity on the visor makes it look a lighter shade because the sheen from the sun is very dull and also very very wide, usually covering over half the visor. How would i go about changing the shine from reflecting light to be more pronouced and reduce the area it affects, so that it better matches the helmet itself? If you would like to see what i mean here is the current version (with what i think will be the finalized hue for the helmet and visor): http://www.mediafire.com/file/t68t0glb89oadfq/Soviet+Security+Helmet.zip Edit: Ahhh, i see why, i just need to darken the green channel and make the red one a little brighter, thats simple enough. It actually has very very little reflection, its just extremely glossy. P.S. do let me know what you think of the color on the helmet (too bright? too dark? more tan? more green?). Edit 2: Is there a special way to edit specular maps? Because i simply used the Hue-Saturation tool to darken the green layer and brighten the red layer and my game crashes on loading a save which si wearing the helmet.
  5. Ah yes a picture, here you go. http://i.imgur.com/zWtfVYt.jpg Wish i had armor to go with it, i thought the rebel outfit might look good, it does not at all. XD
  6. Ok, i'm now ready to add the eye slit, i'm just having a little bit of a hard time with nifskope. When i set the file path so it can find the textures, everything works except the visor itself, displaying the texture renders the visor invisible in nifskope. On another note, and just for clarification, when you say it will use the alpha layer, you mean the one in the diffuse? Like if i just erase a circle with the alpha layer in that texture active, the game will just render that section clear? And if so would i need to make a clear section on the texture, normal and diffuse maps?
  7. You bet. I have a few ideas for what to use it on, might make a certain companion who hangs out in Bobrov's bar (but that's if i'm really brave). If i can find a suitable mesh i might re texture something to look like a gorka mountain suit to go with the helmet, get the old soviet cold war look going. I've always been curious as to what happened to Russia, would love to see the land, same with France and China, but since people already bring a lot of china touches to the mod community i thought i would throw in something era appropriate from the USSR, just for fun. :D It might see the light of day if i can get permission from the guy who made the meshes, but i guess time will tell. Back to work for me. :P
  8. I cannot thank you enough, i'l definitely get back to work on it in the morning, really eager to see it once its finished, maybe we should throw it on the nexus afterwards. I wasn't sure about a normal map for the visor, figured it wouldn't really do anything considering there are no 3-dimensional details to it (unless the rust lines would count). The visor diffuse believe it or not was that size by default when i unpacked it from the texture bae3, so far the only fallout 4 texture in that small a resolution (odds are it just unpacked wrong, i don't think even i could mess up using the bae extractor, its ridiculously straightforward, but i might have :D). Gonna look really good in the end i think. Again, thank you, literally none of this would have gotten anywhere without you, and hopefully i won't need too much more help, feel bad bugging you so much. Have a nice night.
  9. I have followed your directions, and set everything up in a manor i believe to be correct, i could however and probably am entirely wrong. I have created a new helmet in an esp ( copy of vault security helmet) and attached the new nif to it along with all of the textures. It is effectively packaged as a standalone mod. However, my game crashes upon putting on the helmet, so clearly i have done something wrong, i'm just not sure what that is. I hate to ask this of you, but i have literally no idea where to even begin, and i figure this would be less headache inducing if it did not need to be described to my idiotic self. So would it be possible for you to poke around it a little, see if anything obvious jumps out at you? http://www.mediafire.com/file/9v6c266xf8cfh9g/Soviet+Security+Helmet.zip
  10. The whole environment map thing might be just a waste of time (seems that way after several hours of fiddling with it). I think your right about editing the nif to use a BSLightingShaderProperty with a string pointing to a BGSM. However i do not know how to use nifskope and am having no luck whatsoever finding any useful tutorials or people who do have a good understanding of it. I have created a BGSM with all the correct texture references for the visor, but there is another problem. I can't modify the entry which is currently BSEffectShaderProperty, i can only link it to a different string or remove it. And if i create a BSLightingShaderProperty it is no matter what defaulted outside of all the node structure (and then simply does not work, whole visor is just mat black): http://i.imgur.com/aOEWb78.jpg Even if i am successful, there will be more problems. Because the visor was modeled with the intention of it being rendered as an effect, it is not two sided by default, its just a flat, one sided piece. I'm not sure i could fix that without editing the model itself to have thickness and two sides which would also mean learning to model in blender and create entirely new textures and apply them to things so it could be 3D, like for example the strap in that picture. All of this is quite beyond my ability i feel. :\
  11. Here is the result when simply removing the reference to the environment map (you can faintly see the details of the diffuse map): http://i.imgur.com/RYZea9R.jpg With that its now mat and has no reflectiveness, however the removal of the environment map turns it purple, so i'm now going to begin playing around with the environment map itself and see what i can do. If anyone knows anything about editing environment maps please make yourself known. Your help would be greatly appreciated.
  12. Ok, its definitely the bgem. For testing purposes i started removing texture mentions from it and with all but the mention of the diffuse itself removed it became solid with no reflection, however, when i do this it becomes purple, mind, it currently has the green diffuse texture. It shouldn't be purple atm. Going to keep fiddling around with this file.
  13. The bgem has to be the culprit doesn't it? The visor is the only object out of the entire security armor sets that has both a bgsm and a bgem, everything else has only a bgsm. Guess im learning blender and nifskope now. TwT
  14. Here, it would probably help to clarify if i simply post an example picture, for testing purposes, this texture currently applied on the visor is a cutout from the texture of the helmet, so they could not be more identical, however, its barely recognizable: http://i.imgur.com/ZfJQLWJ.jpg The glossyness would not even be that large an issue if the visor was the same color as the helmet as the light green would somewhat absorb much of the reflectiveness. Btw, the only change made to the bgem is that one you suggested, other then that is essentially a mat green texture. Here is what happens when its a fluorescent mat purple texture: http://i.imgur.com/z0hedGH.jpg Would it be possible that it is the environment map under effects which is creating the glass appearance?
  15. Currently i can make it completely opaque, but as stated above, it looks like tinted glass, where the colors of the texture i am using are incredibly darkened and desaturated, as well as the overwhelming amount of gloss drowning it out further. My end goal is though for it to be entirely mat, no effects on it at all, but painted and rusty, sortoff like a roadsign.
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