kallay3 Posted January 18, 2016 Share Posted January 18, 2016 Hi all, I'm trying to make my first texture replacement mod, and so far I have figured out how to re-texture an outfit and use it in game, but there is one huge problem. The outfit I am applying a new texture to is EXTREMELY SHINY in the game. How do I get rid of the shininess? What file contains the shiny information and how do I alter it? I have Photoshop CC, Nifscope, Material Editor (doesn't show shiny values), FO4 Edit, and B Archive Extractor to work with. Thanks for any help you can give me! Link to comment Share on other sites More sharing options...
Demonikone Posted January 18, 2016 Share Posted January 18, 2016 Specular maps work in black and white, black being Matte, white being shiney, so you will need to remade the _s.dds file Link to comment Share on other sites More sharing options...
TheGreenLion Posted January 18, 2016 Share Posted January 18, 2016 (edited) They went a different route with Specular maps this time using a 3Dc format. Green = light/dark Shine control / Red = more/less Gloss control Channel. Same format as the Normal Maps. :huh: Don't know why, seems like that limits our ability to make pearlescent Speculars and so forth. I preferred the old Greyscale/full RGB (DXT5) spec maps lol. They do seem to be read by the game just fine, so you can use them...not sure if there is a major consequence of using the wrong format though. Edited January 18, 2016 by TheGreenLion Link to comment Share on other sites More sharing options...
Demonikone Posted January 18, 2016 Share Posted January 18, 2016 Substance painter for the win :P Link to comment Share on other sites More sharing options...
TheGreenLion Posted January 19, 2016 Share Posted January 19, 2016 Substance painter for the win :tongue: There ya go making me feel old and out of the loop for still using Photoshop to make textures. :laugh: Link to comment Share on other sites More sharing options...
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