fap6000 Posted July 10, 2010 Share Posted July 10, 2010 http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot7.jpg Nvida cards cause a issue with necklines, geez where do they come up with this stuff. I knew that wasn't true when I read it. Anyhow in the picture is the BABE body, which it's texture doesn't match the vanilla textures for humanhead or humanhands for female/male whatever. The babe texture is too dark, but there are other tiny differences. First thing it's probably more easy to match the body to the hands an head, because you only work with one texture. It helps somewhat if the 3 textures are of the same resolution, like a 2048 body won't match up good with a 1024 head, but because hands are small a 1024 hands might match up with a 2048 body, or heck you could do them all in 1024, it depends on the performance of your machine. I use paintnet because it edits in .DDS in realtime, no conversion needed, it also converts just about any texture to .DDS in realtime, just copy paste it in. It's free too, plus you don't get the wierd issues you see from using Photoshop, an it loads up faster than the GIMP, so it's good for quick work. What I found is that you want to edit the brightness, note this isn't the darkness or brightness overall, but the lightness of the color. Usually in the adjustment for color you get sliders for Hue, saturation, and brightness. These are the settings you use to change the texture so that it matches the neck an hands. I didn't even try that hard to match it, I just guessed an it turned out okay. tons better than it was. If I really wanted to match it I could by just changing the hue an saturation a bit more. On this charicter I just did it as quick as possible was just changing the lightness of color 10, that was too much backed it down to 5, wasn't enough tryed 6 an it stayed there. I went in game an tested it each time. http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot1.jpg http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot3.jpg Next is Impact decals. I used dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp, to fix my impacts but whoever made dD-gore did a crappy job, the settings are wack, retarted almost, an wrong most of the time, open it with FO3edit an fix it. Also the actual balistic impact for organic (red blood) was way too big, an also set up in the wrong format. The settings in the .esp were for impact sizes of like min 40 when the max was 20, an vanilla used 10 or something, so make the size look more like vanilla. Then open the texture an make it look like the vanilla one which is like a 256 sized map with 4 small impacts on it, then make you a new normal map for that. I guess I could just upload my version, but I'm busy. The second picture is profile decals which is disabled by default, you know like hits from the side. The reason it's disabled is because unless you set it up right it's not going to work very well, but I got a good result just putting the dD texture for impact in the format of the vanilla, 4 small impact on a 256 or 512 map I think, idk. Then finally you edit the effect fade on how long it stays, I fade the impacts after 3 minutes which is set inside the impact data of the .esp. You have to enable profile decals in the fallout.ini, then also set up max skin decals per frame to allow getting hit with a shotgun blast. Water height or autowater, bugs you because it only works above like 13,500 elevation. I use 15000 as a default land height, then open the worldspace, then when you open the heightmap the color will be that teal color of the wasteland heightmap, but only one cell 0 0, so you level that out, an then copy parts to fill in the borders where it won't let you draw, once you have the whole 32 by 32 map that teal color, then pick the size you want to use, like say it's -16 to 16, select that an do your work there, then you avoid tears in the unused part of the heightmap at least until the 32 32 borders. Also the unused portion will cover up all the water in the wasteland so there isn't any tears when swiming underwater into the void, it's perfrectly flat too so it doesn't factor into LOD. This is opposite of the bethesda heightmaps which, seem to drop the land off to black past the borders, so only the used portion is colored, but that way if you had water would create tears in certian conditions. Once you get it fixed you can just load into your worldspace in GECk without the water errors, same for the in-game version, water doesn't error because it's how autowater was meant to work. Refrenced @ http://geck.bethsoft...ry:World_Spaces See I told you everything you needed was at GECK main page... Link to comment Share on other sites More sharing options...
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