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[FO4] Urgent: Need help figuring out whats making all my textures super friggin shiny!


exShinra

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There are very dark speculars in the game, which I'm guessing is playing the part of a high detail enviroment mask for the asset due to the increase in lighting, just darken specular to the color of burnt toast ??? , LOL

Yeah it feels that way o.O

 

I also can't figure out why textures, when you look at them in WTV or photoshop or what say you, can be super detailed, 4k, but when you load it into the game it looks like wet ass.

 

 

The oblivion engine's age is starting to really show. No matter how much they polish/improve on it it's still a dated engine.

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There are very dark speculars in the game, which I'm guessing is playing the part of a high detail enviroment mask for the asset due to the increase in lighting, just darken specular to the color of burnt toast ??? , LOL

Yeah it feels that way o.O

 

I also can't figure out why textures, when you look at them in WTV or photoshop or what say you, can be super detailed, 4k, but when you load it into the game it looks like wet ass.

 

 

The oblivion engine's age is starting to really show. No matter how much they polish/improve on it it's still a dated engine.

 

Maybe things will be better when we get the GECK? Because right now its just super frustrating trying to edit a texture, only to find out it uses some 32x32 pallete replacement anyways, so no matter what you do its gonna look like crap.

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It's not the oblivion engine, lol. If you don't understand what a game engine or render engine is, don't mention it, and even then you have to look at the other engines so that you would know the differences. In other words, we shouldn't talk about that. Though since you mentioned it if you wanted some interesting study, it's a good fun topic to look into. It's pretty hard to make stuff for Gamebyro/Creation, although much harder in other engines.

 

In game would depend on the launcher settings for textures, which goes up to ultra. Vogue ENB fixes most of the visual issues we have with it on PC, with that in mind, a high performance ENB designed to make the game look as intended. AO is high quality in the game, but everything else isn't, lens flare, motion blur, DOF, an such are all bad an take visuals from the game. Godrays an the shader conflict with TAA for some reason as well.

 

That means we use the launcher an set it for low quality, to force godrays to disable, but then move all the other settings back up. It's up to you but I found the visuals are best when the motion blur, lens flare, an depth of field are disabled in the config .ini at least checked there. Though config .ini also has to be set to allow mods, as well as mouse acceleration and smoothing, along with the difference in sensitivity for iron scope (aiming down sight) between up an down an side to side movement. Then set FOV to 90 1st/3rd person, an there's a weapon/pipboy FOV to 90 as well.

Edited by KimberJ
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It's not the oblivion engine, lol. If you don't understand what a game engine or render engine is, don't mention it, and even then you have to look at the other engines so that you would know the differences. In other words, we shouldn't talk about that. Though since you mentioned it if you wanted some interesting study, it's a good fun topic to look into. It's pretty hard to make stuff for Gamebyro/Creation, although much harder in other engines.

 

In game would depend on the launcher settings for textures, which goes up to ultra. Vogue ENB fixes most of the visual issues we have with it on PC, with that in mind, a high performance ENB designed to make the game look as intended. AO is high quality in the game, but everything else isn't, lens flare, motion blur, DOF, an such are all bad an take visuals from the game. Godrays an the shader conflict with TAA for some reason as well.

 

That means we use the launcher an set it for low quality, to force godrays to disable, but then move all the other settings back up. It's up to you but I found the visuals are best when the motion blur, lens flare, an depth of field are disabled in the config .ini at least checked there. Though config .ini also has to be set to allow mods, as well as mouse acceleration and smoothing, along with the difference in sensitivity for iron scope (aiming down sight) between up an down an side to side movement. Then set FOV to 90 1st/3rd person, an there's a weapon/pipboy FOV to 90 as well.

 

It IS the same engine regardless of what label is on it at the time a new Bethesda game is released, It's just been improved upon. FNV to Skyrim, Skyrim to FO4. Bethesda games always contain references to their previous games. Some famous reviewers even stated the engine, while improved upon, still is behind other current AAA titles (something I think many people can agree on) And I know most people don't buy Bethesda games for the graphics, they buy it for the storyline or the modding. But it feels kind of silly that modders have to turn the game into a beautiful work of art through texture overhauls, lighting and shading overhauls, and even external measures like ENB and FX injection, when it should already be up to par due to the game costing as much as other AAA titles released in the same year.

Edited by ShinraStrife
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Think maybe using Material Editor on the textures .BGSM or applying textures with this method, as post Skyrim it's done this way, would be more valid, it's a set, an that would edit it an material properties, which can't be done in Nifscope, an prolly would be ignored anyway, the .BGSM is got really good stuff in it that material editor will set, http://www.nexusmods.com/fallout4/mods/3635/? didn't know about it because I learned on FO3/FNV an just did data stuff with Skyrim, whoops...

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Fallout 4 uses a 2 channel packed format for specular, one channel represents the spec, another the glossiness. This is a specular based PBR system, and you can read about this implementation here: http://www.marmoset.co/toolbag/learn/pbr-practice (spec is called reflectivity here, and glossiness is called microsurface)

 

TLDR: For a brick texture like that, the spec should be a flat color that's about 16% grey. Even Bethesda gets this very wrong in their textures I've noticed, for the most part unless you're dealing with different materials (like metals and wood on the same texture) your spec should be almost completely flat. You get plasicy looking materials otherwise.

 

What I do that works for spec files that works is put the gloss in the red channel, the spec in the green channel and save it out as the "3dc" format using the Photoshop DDS tool. What's in the blue channel doesn't matter, that gets dropped with this texture format. I'm pretty sure Bethesda has a different format they save as, but 3dc works perfectly.

 

Hope this helps!

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