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throttlekitty

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Everything posted by throttlekitty

  1. Hard to say without any actual information as to what you did. Assuming you're not changing the color on accident with your edit, what dds format are you saving as?
  2. I've not seen these, what textures are you talking about specifically? Sounds more like an error in unpacking or loading the .dds into your image editor/viewer.
  3. It's texture/shader info. Kind of like Texture Sets++ from Skyrim, they overwrite/replace shader property/texture set inside the .nif model files. The other game stats will be in fallout4.esm. I have a template for 010 Editor but it's not mine to share and I forgot who I got it from. :/
  4. And if you read my reply to that post I explain that the PS DDS plugin doesn't handle those files and offer a working solution using nvidia's Texture Tools 2. And no, there isn't a working way to do it entirely in Photoshop at the moment for normal and specular maps. All the diffuse maps are good however.
  5. Looks like it uses a generic spec/gloss map for all those signs as defined in materials\architecture\diamondcity\diamondsigns03alpha.bgsm but there are variations for flat normal map and flat normals w/glow. interiors/building/bldconcreteceilinggross01_s.dds <that's the spec map you'll want to edit, or define a new one in the .bgsm material file. And what's lazy about overlay textures? They're plenty useful.
  6. Firstly, you should be working with correct files from the start, there's no good reason to make adjustments like that. http://forums.nexusmods.com/index.php?/topic/3446725-specularmap-channel-setup/ Normal and spec maps are both BC5u/ATI2 For diffuse maps, stick with DXT1 unless you need an alpha channel: DXT1a has a 1bit alpha (black/white) for anything you don't need to do expensive alpha blending on. DXT3 has 128 levels of gray in the alpha, not always so useful, but better performance than dxt5 when the need arises. DXT5 for a full 256 levels of alpha.
  7. I'm guessing that's the nVidia Photoshop plugin? It doesn't import BC5u spec/normal maps properly- It skews the colors and distributes to the blue channel. But it is supposed to be a two-channel format. For now, I recommend nvidia's texture tools 2 to handle them properly (it will add an all-black blue channel because something needs to be there.) http://i.imgur.com/Ye4GS75.jpg for reference
  8. red is spec, green is roughness. (there is no blue)
  9. I totally forgot about this, thanks!
  10. No, I meant that the files aren't 64 bit; there's no reason to store numbers that large. The big change to a 64-bit process means being able to use higher memory addresses, there's no change to storage formats. Kind of how we didn't have to replace every .jpg in the world with 64bit versions when we moved to new OS/processors. NifTools member here, by the way :smile: In fact, Bethesda went to smaller data for Fallout 4. Instead of using 32bit floats for vertex data, they now use half-floats and bytes. It's a huge saver to memory bandwidth and storage. Just for XYZ coordinates alone, the meshes shrunk in half compared to previous titles! There's still a couple of hitches keeping a NifSkope release for now. I'm not convinced the game actually uses the .ssf files, changing values doesn't seem to do anything, and some nifs reference ssf's that aren't there. And it's strange that despite all the optimization to models that they'd rely on ascii data for their character system. Definitely needs more investigation, though many seem to be flagged as disabled for bone names. They could be leftovers from production or used by the GECK when setting up outfits too, but I didn't see any references to them in the .exe string dumps. I've no idea what .sclp files are either, or why those values aren't also stored in the .ssf. Changes to bone-based rather than morph-based is going to be a lot of fun for custom body/head stuff. But I also suspect a huge pain in many ways, and hopefully Caliente's new tool can mitigate that.
  11. Well that's something at least. I get the feeling I'm missing something in what you're doing.
  12. Can you paste the sResourceDataDirsFinal= line you've edited? And you're positive that you have no meshes\ or textures\ folders inside Fallout 4\Data\ now?
  13. Can you disable the mods/remove files from the fallout4 folder and report back? My guess right now is that some people are either having a strange issue or running out of VRAM because of loose files. edit: or modders are writing seriously bad mods ("dirty" esp edits or incorrect texture formats maybe), intentional or not.
  14. hah! Power Armor is technically a Race in the game. (and probably the reason we don't have a height slider? What happens when an overweight character gets into a suit?)
  15. Oh, you're right, there is a forum section for this stuff! http://forums.nexusmods.com/index.php?/forum/3515-fallout-4-mod-requests/
  16. Bethesdsa's interpretation of PBR has a bit of AO and highlight in the diffuse in tight corners to make things pop. Specular and Roughness are packed in the _s file. They seem to use a specific _m for envmap strength still. Most of the spec maps I've looked at seem pretty bright compared to most. I haven't scoped a whole lot out, but calibration seems... kind of random and/or up to each artist there. Most diffuse maps are also pretty bright, particularly paint and metal, those seemed pretty consistent. The game seems to use LookUp Table/Palette textures, but only a few models I've seen use it (Power Armor and 10mm pistol are two I remember offhand) and in these cases, the diffuse maps are greyscale. (for everything else they just ended up retexturing.)
  17. http://windows.microsoft.com/en-us/windows-vista/open-a-command-prompt-window
  18. I wanted to clarify a bit: It'd be generally bad to unpack the whole game texture .ba2 files to your game directory. Fine for most small mods coming out right now. a) Bethesda stores textures differently now with .ba2. dds files are separated into 3 chunks. Header, Upper mips and Lower mips. In this scheme, runtime only loads what it needs into memory rather than the whole dds. So if you're walking around your settlement, it's not going to load the entirety of far-away-but-still-close-enough-to-not-need-LOD textures; the lower end of the mips specifically. Big savings! -bypassing this scheme forces the whole dds to load from the disk which might explain some of the badness you're seeing. b) At current, BAE doesn't extract _s and _n files "correctly", and this may cause render issues. They are stored as BC5/BC7, but since there's virtually no viable way for most modders to work with that format for the time being, he chose to decompress them as other formats so people can at least look at the textures. So in the future, We're likely to see better support and options from BAE at the very least. Mods that use many textures should certainly be packing into a .ba2 when that time comes.
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