Fatalmasterpiece Posted April 14, 2016 Share Posted April 14, 2016 Ahh I remember back in the day when all we had were diffuse maps and specular maps... normal maps didn't even exist yet! In fact I think I remember before specular maps and all we had was the alpha channel on our textures! Ahh I feel old, and now there's this materials bs to learn >_< I'll help you feel younger."Channels? Textures? I used to code a MUD where all we had were characters on a monochrome screen. Just green and black words and numbers that you had to read to play the game. Now get off my lawn, you hooligans."Nope. That just made me feel older. I still play those text based RPGs. It's an easy way to get around playing games at work since if your boss looks over your shoulder they just see a wall of text and numbers on the screen >_< Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 15, 2016 Share Posted April 15, 2016 What's the function called? Oh... actually I think it might be possible. I took another look to answer your question and I've learned more since last time I looked at this, so it's a bit clearer to me. So looking in FO4Edit and using power armor as our example, you have Object Mods which in their data category havefunction type: setValue type: formID, intArmor Property: MaterialSwapsThe formID gives the material swap reference, the int is set to 1 (presumably to switch the material swap on). So there's a good chance that you can just change these values dynamically through scripting or possibly through some other FO4Edit options (like for Perks perhaps). Unless there's some part of the implementation of object mods that I'm missing, it might actually be that simple. Link to comment Share on other sites More sharing options...
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