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Posted

How do I add visible text to the back plate of the vanilla combat armor without its properties being overwritten by the palette? I don't really understand how the palette works with textures to be honest...I'm thinking I have to create a custom mesh, place it on the armor and then texture that. But I really don't know. I'm guessing.

Posted (edited)

You found an armor with a palette? I only found a weapon with one. The 10mm Pistol. No one responded to me about it..."the palette is used to define the colors used by the asset" No kidding, means nothing to me too. good luck, if you find out, I wouldn't mind learning too.

 

What I have noticed though, is everything is super simple. So it's probably easier than harder. Use one of the colors in the palette in the dds file and see if it works.

Edited by jeffglobal
Posted (edited)
  On 2/6/2016 at 9:10 PM, aloot said:

I'm fairly good at returning to old threads and sharing info once I find it. I'll be back. lol.

You're better than me, I can't find what I've said myself half the time in this construction of communication. REALLY bad way to store knowledge, imo. You can't retrieve info by subject, that's for sure.

Edited by jeffglobal
Posted

Palette mapping is neyond me, but you COULD always just edit the BGSM that it uses, uncheck "greyscale to palette", and it will now just operate as a normal texture, all colour information will be taken directly from the diffuse.

But if your using the vanila textures as a base then it may look a bit off.

Posted

Ok, I figured out the palette map. It works in the bgsm file with the environment map as a fudge for PBR like metallic textures. The palette is just considered by the game engine as greyscale values for the "reflection" of the metal of the powerarmor or the 10 MM gun for example. I made a bgsm for my FUCs and it forced the diffuse map greyscale. That's the ONLY thing that's "PBR" about Fallout 4. Fallout 4 is straight spec/gloss and the power is in the bgsm files. You can't get the texturing right in game, look at a similar in game asset's bgsm file.

 

Those parameters OVERRULE your textures, or help them. Up to you.

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