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Changing the color of Glass While it still be see Through


SonAnima

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Does anyone know of how to change the color of glass so that it will show in game? Im trying to make a weapon sight that has an orange tinted transparent glass on it with no sucess. I can change the color but loose transparency or have transparency but have no color. This knowledge could also be useful for anyone that makes settlement mods as well as having different color glass would be a cool mod

 

Edit: I thought that I changed the color of the glass without transparency but it didnt work in game.

Edited by SonAnima
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Need more detail. How exactly are you making your weapon sight?

Im trying to make a red dot sight with an orange tinted glass on both ends of it. Im using the HuntingRifleReflexSight Nif for a base and I can replace the old model of the sight with the new one with ease and apply textures just fine. When it comes to replacing the old glass with my new glass there isnt any color change despite changing the color in Substance painter.

 

I use BC7 Fine Linear DX 11+ for compression and color+alpha so that I can have transparency in game and Im using BC5 unsigned for my normals and specular maps

 

I noticed that reflex glass is different as it uses Materials\Effects\ReflexGlass.BGSM.BGEM which is different from the other BGSM files. If I create a regular BGSM file and replace the old file for some reason it doesnt take effect. When I create a BGSM.BGEM file all I get is a change in glass tint (transparency does work in game) but the color doesnt change at all.

 

Idk if its has to do with how glass behaves in game or if Im exporting from Substance Painter incorrectly.

 

I did have to change my export settings so that I can export opacity from Substance Painter

 

For the RGB+A channel for diffuse I had to add Opacity to the alpha channel

 

Normal Direct X is used for my normals channel and Im using RGB

 

Gloss and Specular are on a R+G+B channel and I have Specular on Red and Gloss on Green

 

I can post pictures if needed.

Edited by SonAnima
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Okay, after a lot of experimentation, this is what I've found works with the default HuntingRifleReflexSight.nif:

 

1. Using Bethesda Archive Extractor (BAE), extract the ReflexGlass_d.DDS texture from Fallout4 - Textures3.ba2.

 

2. Recolour that texture. I used GIMP, then went to Colors --> Color Balance, and selected 'shadows'. Adjusting the Cyan-Red balance to 100, the Magenta-Green balance to 40, and the Yellow-Blue balance to -100 gives an orange colour, but obviously you can adjust it to your liking. (I don't know anything about Substance Painter.)

 

3. Export the texture from GIMP to an appropriate location with an appropriate file name, making sure it has a .dds extension. Select BC3 / DXT5 as your compression type, and under mipmaps, select 'generate mipmaps'.

 

4. Open HuntingRifleReflexSight.nif in NifSkope. In the block list, scroll down to block 17 (BSTriShape - Glass003:0) , right click it, select block --> duplicate branch. Expand the duplicate branch and select its BSEffectShaderProperty block (it should be block 27).

 

5. Go to 'block name', right at the top, and replace the 9 with a 4 (it's just a blank string). Then go down to 'source texture' and replace textures\Effects\ReflexGlass_d.dds with the location of your recoloured texture from step 3. Clear the 'env map', 'normal' and 'env mask' texture fields.

 

6. Repeat steps 4 and 5 for block 20, and save your nif to an appropriate location with an appropriate file name.

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