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NeoG

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  1. I am using the russian version with mods fine, no problems
  2. After FOMM is installed, just double click on a BSA and chose FO:NV It will go straight to BSA explorer instead of asking for the install directory
  3. You can do anything to the texture you want, as long as you don't change the geometry and location of the peices on a canvas, otherwise it will move on the model too (for worse) You are really asking more along the lines of how to use a graphics program, importing and exporting DDS is about the only game-related task you need to do.. You can start basic by selecting a certain area of a texture, and copying it to a new layer. The hue/sat/lum tool is the easiest way to change the base colour, once you find a colour you like, then erase parts of the new layer you want to show through as the old colour Then re-save as DDS using an appropriate 8bpp DXT format (if you have lots of VRAM you can export to 8.8.8 RGB for max quality), and move the file to the right folder (E.G. skyrim\textures\actors\character\femalebody.dds) The new colours should show up next time you start the game
  4. Any time you have to spare is greatly appreciated, if some hex editing is involved I'm all ears! If there is a clear, repeatable procedure I will write a small guide for others that want to redesign meshes before genuine support for it is implemented
  5. Is there any way to replace a mesh without having to relink everything? Say I want to replace a mesh with one that has been slightly edited, 95% of the data is the same, but all that needs to go in is a few more vertices, faces and UV coords Only because, at the moment not all of the features of the skyrim format is usable, so I want to retain all of the original functionality
  6. I can't say I have experienced this Whenever I open any menu (ESC,Tab,J,M,Q) my framerate goes from 40 (in game) to 60 (fps cap) I have confirmed this is the case with Fraps, aswell it feels a lot smoother in the menus Do you have a specific example?
  7. Ahh my bad, I remebered the vars incorrectly.. increasing the exposure (e.g. 0.200) and gamma (e.g. 1.200) at the same time should have the same effect as contrast Increasing gamma pulls the midpoint down (like the middle triangle in photoshop levels), and exposure shifts the range up and down (brightness)
  8. There's an fx_settings.h file in the skyrim root folder, this has the setting for the shaders Inside, de-comment tone mapping, then scroll down to the tone mapping section, there are controlls for contrast, gamma and saturation, as well as bleach bypass and colour push These should have all the settings you need. Don't expect the results to look like photoshop though, since they are realtime, sometimes the quality of the output can be a bit off
  9. I was looking at the normal maps for skyrim last night, It looks like they have moved from tangent space to object space normals for skyrim. As I understand it's much faster to render object space normals, with a decrease in quality when the mesh is deformed, and a decrease in compressibility (the cause of blocky lighting on faces) I have managed to convert skyrims normal maps to tangent space (oblivion format) and back for easier editing. The conversion requires the mesh in OBJ format, exported from the nif (thanks throttlekitty for the updated xml!), and any part of the nif that isn't UV mapped to the texture has to be removed (I.E a separate texture) or the conversion will crash out. This can be done with xNormal I have also taken notes of the X,Y,Z channels in the normal maps and where they need to be changed for conversion in xNormal or for use in blender (and back to the game), because the game also seems to use channels differently I can post my notes after work later if anyone wants them. Should be useful for making better high poly snow texture normals and such! Also: the engline seems to have no problems loading 4k x 4k textures.. the potential for increase in texture quality is huge (and also the increase in VRAM)
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