tektran Posted August 16, 2017 Share Posted August 16, 2017 Hey all, So, I've recently started learning how to customize textures, in the most basic forms really. I don't know or have Photoshop. I've downloaded Gimp and have started learning to use it via trial and error and tutorials. So far, I'm enjoying making basic tweaks. This came about due to the Snappy Housekit mod which is a fantastic mod but I noticed after building a High Tech office in my settlement that the vanilla textures were god awful and none of my downloaded texture packs touch on it apparently. So far, just adjusting contrast/brightness/saturation/lightness has given enough results to make the metal rusty walls look 5x better. But I'm having an issue with one texture in particular: HitTechMetalLobby03_d After making adjustments to it, I realize that the adjustments are really only apparent with the lights off. If I turn the lights to the building on or if I shine a flashlight on them, they seem to resort back to this bland vanilla looking awfulness. I'm unsure what causes this and was hoping someone could point me in the right direction as to what settings to tweak. Would it have anything to do with the specular? If so, a tutorial I can watch or read on that would be fantastic. As it stands, I tried to upscale the specular image from it's basic 512, to 1024 without compressing it and that seems to cause my game to crash. So obviously, I have no idea what I'm doing with the spec. :) For Reference:Light Off: http://imgur.com/8HgjgvzLight On: http://imgur.com/H6yd2lIFlashlight(Gives a good side by side view): http://imgur.com/gAtqR2P Link to comment Share on other sites More sharing options...
RangerDulann Posted August 16, 2017 Share Posted August 16, 2017 (edited) The specular texture: Red Channel - Metal reflection: The darker the red channel is, the less reflective the metal.Green Channel - Glossines: The darker the green channel the less glossy is the material. It also stores information of how the material looks when wet. If your material looks too shinny when wet (when it is raining), then it is probably because the green channel is too light.Blue Channel - sub-surface scattering. Edited August 16, 2017 by RangerDulann Link to comment Share on other sites More sharing options...
tektran Posted August 17, 2017 Author Share Posted August 17, 2017 Thank you for your response. I watched that video, and found a pdf tutorial: http://www.nexusmods.com/fallout4/mods/22114/? which helped out a lot. I finally fixed my problem. Turns out I was being completely ridiculous and trying to use the old specular and normal maps instead of creating new ones. Following the instructions in the pdf, led to almost desired results, but with a weird oval like shadow cast over everything. The pdf mentions a different way to compress the normal map than the video, so I went back and used the compression listed in the video and everything is working beautifully now. :) Link to comment Share on other sites More sharing options...
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