Scotty8989 Posted November 27, 2015 Author Share Posted November 27, 2015 Thanks for all the response. Im a little lost as to know what to do, not sure I should mess with that file if it alters the way other textures look around the game. Maybe ill have to just accept it. Link to comment Share on other sites More sharing options...
ShinraStrife Posted November 27, 2015 Share Posted November 27, 2015 Using a base overlay for many models is not really lazy. The reason for doing that is to save memory, textures get loaded once into memory and can be used a million times and have the same footprint as just 1. If you can use the same specular map for a dozen items rather than each having their own that's a considerable dent in memory usage that can be used to add a few more items. It I smart game design to make textures that can be used with multiple models for themed settings like in Skyrim or FO3 interior building kits, many reused textures for those items allowing for more clutter and decoration with no increase in memory compared to each part using it's own textures. I never thought of it that way. Good point. Link to comment Share on other sites More sharing options...
jet4571 Posted November 27, 2015 Share Posted November 27, 2015 Spoon try changing the specular map even though it is shared, the other items may be improved as well. Link to comment Share on other sites More sharing options...
Scotty8989 Posted November 29, 2015 Author Share Posted November 29, 2015 Thanks, Yes I would like to try that but I dont know how. Any chance you could link me to a handy tutorial? I imagine it's skyrim based at present. To be honest I need a good tutorial to understand all the different types of dds files how to edit them correctly. Have to start somewhere I gess. Link to comment Share on other sites More sharing options...
ShinraStrife Posted November 29, 2015 Share Posted November 29, 2015 (edited) So you're a bit confused on the different types of textures? Or where to look for them? Types of textures (copied from a post on a *cough* popular adult skyrim site): .dds = diffuse map, the compressed texture itself_msn.dds = should be the normal map_s.dds = well since the specular map is in the _n.dds alpha i guess this is a gloss/shine map_sk.dds = if i remember right these maps contain sub surface details This was the case for skyrim at least. I haven't tried doing much texturing with FO4 but my guess is they kept the workflow the same. As for the location: I couldn't tell you to be honest. I don't have enough space on my project drive to extract all the texture archives and mull through them. You could try opening the sign's mesh in nifskope to see what textures it references. The specular might be there. EDIT: I was trying to change a texture for a new magazine and when I converted the BGSM to JSON I found these lines: "fSubsurfaceLightingRolloff": 0.3, "bSpecularEnabled": true, "cSpecularColor": "#ffffff", "fSpecularMult": 1.0, Could the sign be using a material swap? If so I'd try messing with these values. Edited November 29, 2015 by ShinraStrife Link to comment Share on other sites More sharing options...
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