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onracr

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  1. That is correct, however, Alt-J doesn't just remove the small triangles that are breaking up the surface, it converts all triangles to quads, which is not what you want. You're going to have to manually remove them, then adjust others to fill in the gaps. As for speculars, I'd say if it works in the game with a black and white one, just use that. I have seen many conflicting reports about how speculars are supposed to work in FO4, so just use whatever seems to work for you. Well, i didn't know that either but, i got it working finally and learned a lot thanks to you :) Most lilkely, texture resolution was the cause at the beginning, as you said (b&w specular texture worked). Now, it's almost perfectly working except, in creation kit, when you chose some attributes for mods, it should've worked as selected in ck but, when i changed the sound level from "silence" to "quiet, it didn't make any difference in the game.. Made all the connection though, between the gun and the compensator in Nifskope. It's complicated. Do you have an idea or heard something like this ?
  2. Thank you very much for your answers and flipped the normals :) now, as you said, i'll make a new UV map, new textures with sq resolution.. But before those, i found a video about removing thin triangles; "ALT + J" shortcut removes all the triangles in the mesh in edit mod. I think this took care of triangles. Just to be clear, adjusting the remaining faces and combining vertices are the parts of removing triangles, is that right? If so, there is only specular map left to do and i watched tons of videos about texturing but all the specular maps was b&w and sharpened ones.. If i didn't get wrong, "pink/blue or green/yellow/orange" these things are for creating a specular map ? This helped me greatly, thanks again.
  3. Here are the final state of the mesh, material and texture files. Still, looks purple in ck and in game. I don't know what else to do.. Please, take a look. May be i miss something :s
  4. Still, couldn't find the problem's source. Double triple checked every file's path and everything seems normal.. Btw works fine in the game but as in ck, looks purple/pink also in the game. I wonder could the textures i've made be totally wrong?
  5. I'm sorry, i didn't get the question at first :) No, i checked now, diffuse map image is in its own field.
  6. Yes, i put compensator_d.dds, compensator_n.dds, compensator_s.dds (in this order) in the .bgsm file (in material editor which i built from another bgsm file (10mm compensator)).
  7. After finished the uv mapping, selected "triangulate faces" option (blender) to export as an .obj , nevertheless this happened. I'll be so glad if you can give me some tips :) Ps: I do not have much knowledge about making textures or anything about modding, so can you please keep it simple :)
  8. Hello, i've recently begun modding for Fallout 4 and i wanted to create a compensator for M9 standalone pistol mod for personal use only. Anyway, after making some search, i found a .stl file for ALGIMEC compensator (it is open to common usage, downloaded it for *free). Then i started to create uv mapping with blender to make textures w/gimp, etc. Yesterday, i made material file and made some alterations in nifskope to make this mod compatible with Fallout 4. And finally i achieved to preview the mod in fallout creation kit. As you can see in the pictures, texture is messed up and when you look from the top of it, you can see the gray plane behind it, which is wrong.
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