ToxicShift13 Posted June 7, 2016 Share Posted June 7, 2016 (edited) Recently i began using a dogmeat replacer mod known as dogmetal. It uses all new models with their own textures. Though very simplistic the models and textures look decent, but all the models added by this mod are grossly over reflective (example in attached file). My goal is to tone down the reflectiveness of the models, however i am very new to modding. I have a basic understanding of the function of the diffuse, normal and specular maps and i'm simply looking for some help on how to edit them. So let's begin. To my understanding the red and green channels in the specular map control the metallic quality of the texture and reflective quality of the texture respectively. And the brightness of each determines its intensity, with brighter being more intense and darker being less intense. However, this does not seem to be the case with this mod, as the red and green channels of the specular maps are very dark, much darker then for example the T45 power armors specular maps, yet seem to have far more intense reflections then any of the vanilla items (as seen in the picture, the reflections drown out all color). It certainly does not need to be perfect, but i'm looking for anyone with information on what to do to the specular map to tone this down. Edit* I should probably mention i am using GIMP with the plugins for DDS files and normalmaps and use Bethesda Archive Extractor to get the dds files from their ba2's. Thank you for your time. Edited June 7, 2016 by ToxicShift13 Link to comment Share on other sites More sharing options...
Deleted15964729User Posted June 11, 2016 Share Posted June 11, 2016 I think the material file (BGSM) is also influencing the end result. If I remember correctly the T45 and other PA's has color pallets that also complicate things. But if I were you I would inspect the bgsm-file first. Link to comment Share on other sites More sharing options...
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