TCollier31 Posted December 4, 2015 Share Posted December 4, 2015 (edited) (Solved) Turned out I was using a PS action from here that was messing with the colors and made is all screwed up when I exported it. Looks perfect now. So right now I'm working on a hq texture replace for the green monster in Diamond City. I've gotten so far as to create a normal map, just to see what it looked like so far, but I get this weird dark area where ever my character is looking and oddly, plants or anything else between the character and the wall will disrupt the anomaly. I attached a picture to show what I'm talking about. Pretty new to using normal maps when creating a texture. Any help or tips would be appreciated. http://i.imgur.com/TK2OzyC.jpg Edited December 4, 2015 by TCollier31 Link to comment Share on other sites More sharing options...
throttlekitty Posted December 5, 2015 Share Posted December 5, 2015 which action were you using? Link to comment Share on other sites More sharing options...
TCollier31 Posted December 10, 2015 Author Share Posted December 10, 2015 which action were you using?It was some action I found here on the nexus that converted the normal map to a derivative. I found out that the Intel tools do that for you so using the action before using the Intel tools would cause the problems. Link to comment Share on other sites More sharing options...
Deleted7103646User Posted March 4, 2016 Share Posted March 4, 2016 If you use other kinds of maps then the ones Fallout uses normally, you have to copy the red channel into tha alpha layer to get the game engine to behave, same with uncompressed normals.Also, if you use uncompressed normals you have to reverse the green channel otherwise depth information is inverted.Fallout 4 normally uses ATI 3Dc, then the green (y) channel is regular, if you use uncompressed it needs to be inverted.It also gives you the black shadow when you look at the ground if you have no alpha layer with the red channel copied into it. I don't know if this is the same with derivative maps, since i haven't used them yet. Link to comment Share on other sites More sharing options...
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