DUST2DEATH Posted December 23, 2015 Share Posted December 23, 2015 CK will let us edit at the shader level?I had a quick look around at the previous CK's ( excuse my noobishness ) and I could see it would let you edit some shader effects ( effectshader ), but I dont think that is what Im after really. Link to comment Share on other sites More sharing options...
KimberJ Posted December 23, 2015 Share Posted December 23, 2015 Construction Set maybe, before my time, became GECK. This switched to Creation Kit with Skyrim, from it now being Creation engine, which will be the GECK again probably, though it won't come out to next year if it stays on schedule. http://www.creationkit.com/Main_Page would be the source for Creation Engine information as it's the official website, among others probably. Might even be possible to find information of the upcoming version of GECK. With that was the introduction of material swaps, files in the material .BSA or .BA2 that set materials on meshes an texture paths, shaders might even be in there. In the past Shaders were edited by making a set of shaders an done so in a way that became ENB basically. Which might or might not make it a bad idea to adjust any of it. Though I would imagine expeditionary in nature from the massive lack of information we have without a GECK release. xEdit is the TESedit versions as it's been updated among the many games, now grouped into one application, an for FO4 the alpha release of it, an shared on Nexus, which was probably a bad idea, but it can't hurt to have more people learn to use it. It's just that in many cases the edits made with it will not be good in the game tests, equating to a massive waste of time, LOL. Though if you saw settings there that plug into shader, for example, you would be able to visually test that in the game via .esp Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 23, 2015 Author Share Posted December 23, 2015 Ive looked through FO4edit and gone through the materials.What im interested in the HSV node. the buildings are procedurally generated (for the most part). Nif components used have no texturesets, only materials, which reference the base texture and swap but seem to be a false flag as its all done via remap textures. RGB input = output. Link to comment Share on other sites More sharing options...
KimberJ Posted December 23, 2015 Share Posted December 23, 2015 That's the thing, it's xEdit not an actual FO4edit. So you have seen the buildings generate differently each time the game is started? At least my understanding of Procedural is that it includes that factor of randomness, which if it were true, I'd stop talking an start playing FO4 now, LOL. I kind of doubt it's like that though. If HSV node is in the mesh Nifscope 2.0 alpha would be able to edit it, not material edits though, an that would be available in the material swap file hopefully instead. It's just that Nifscope mentioned not being able to work with materials yet. I would think that would tie into the shaders. So I'm somewhat confused what it is you are looking at, an maybe others would be too if they saw. In that at least, don't forget that in the past some very talented work came from the official Bethesda forums for whatever game. You might find more answers there if we can't find them here. http://forums.bethsoft.com/ Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 23, 2015 Author Share Posted December 23, 2015 (edited) Forgive my wording.The randomness isnt random as such, nor is the procedural nature random. Its a remap texture used for the buildings, that varies the colours of the buildings etc for variation. The buildings are always the same in build and colour.It uses RGB input which determines output. Mu understanding is that this is all done down at the shader level by the game engine, not in the diffuse etc themselves. (which matches my experiences when dealing with these buildings.) Edited December 23, 2015 by DUST2DEATH Link to comment Share on other sites More sharing options...
KimberJ Posted December 23, 2015 Share Posted December 23, 2015 Didn't mean in wording, I mean don't forget that we are basically using pre-release tools. Ha hah, you know, making it a bad idea to do anything with it, lest it be a tremendous f*#@ing waste of time, ROFL. ha Hah ha hah... I'm American, so it's not my fault. Visually procedural generated. Pretty amazing that you noticed it. I'd ask why we would want to edit it. But then it's somewhat overridden by ENB an presets the players made. Lot more people making ENB than mods, cause don't need to have mechanical/technical understanding of working on the game. Then at least in a release to share with others, unless it's just a fix, there's a problem of the visual difference player to player. You know making it problematic to manage. Though, even in the case of it being for yourself there's a high chance there's an ENB that fixes it. You know or some kind of shader setting that is better for PC gaming rigs instead of consoles an such. Still don't know where HSV node was at the mesh, .esm, or the .exe ??? Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 23, 2015 Author Share Posted December 23, 2015 its not something enb can fix, nor am I looking to fix. Im trying to improve the textures for the buildings, but these components of the buildings, and some others are done as described above.the meshes of each component only points to a material. the materials point to a base texture, swap texture and grayscale gradient. Neither the base or swap appear to be used although referenced. instead replaced by the remap at the engine/shader level.a gradient diffuse specifies the colour ranges for the various options. Because of this, its making it very infuriating to have a meaningful improvement. Link to comment Share on other sites More sharing options...
KimberJ Posted December 24, 2015 Share Posted December 24, 2015 Sorry, I should have opened with the multibounds thing, it is indeed impossible to do anything with many areas of the game. It's just a postmortem. You tried, you failed, no big deal. Don't forget that most of this work is expeditionary in nature. o/ Link to comment Share on other sites More sharing options...
KimberJ Posted December 24, 2015 Share Posted December 24, 2015 http://forums.nexusmods.com/index.php?/topic/3466320-textures-workflow-substance-painter-and-neosis/page-4 much more interesting if you wana look, an ENB can fix anything, ROFL o/ Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 24, 2015 Author Share Posted December 24, 2015 his issue isnt/wasnt the same thing, but thanks? Link to comment Share on other sites More sharing options...
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