Jump to content

Texture specs for FO3


strungout

Recommended Posts

Oi,

 

I felt like making a paint can (from scratch. Impressive huh?). Fall Out 3 could use some paint. Found a nice rusty aluminum texture as a jpeg on the interwebs, brought it in Gimp, exported as a .dds. One as DTX1 and another as DTX5, cause the first one wasn't showing up in NifSkope (white model) and I thought I might have the wrong compression. And of course a normal map version.

 

Now, it still doesn't work but I tried other random texture images and they do show up in NifSkope. So, this leads me to think my texture image is the problem. Though the texture does show up in Blender. It's never happened to me before and I have made textures from scratch. Can't figure out what I did or didn't do this time.

 

Anyone have any ideas or is willing to help me out yet again XD. I'ma keep looking in the meanwhile.

 

 

PS: The files are here: https://www.dropbox.com/s/xzphpus61ugq717/ADPFksModPaintCan01Files.rar?dl=0

Edited by strungout
Link to comment
Share on other sites

A texture must be of a power of two (512x512, 1024x1024, 2048x2048, 1024x512, etc.)

A texture with no transparency will have only one Channel (the color or Diffuse). Always save as DXT1.
A texture with transparent or semi-transparent part will have two channels: the Diffuse and the Alpha. The Alpha determine the transparency of the Diffuse. Black will be totally transparent, white totally opaque and gray for middle values. Always save as DXT5

The Normal map has also two channels. the color channel for bump simulation and the Alpha Channel for the Specularity. A white Alpha will make a shiny object, a black Alpha will make it dull. Always save as DXT5.

That's the very basic about texture. I'll look into your object and report you back. A suggestion, next time, put all the object and texture inside an archive (7z, rar,..), then place the archive on Dropbox. For convenience.

Link to comment
Share on other sites

A texture must be of a power of two (512x512, 1024x1024, 2048x2048, 1024x512, etc.)

 

A suggestion, next time, put all the object and texture inside an archive (7z, rar,..), then place the archive on Dropbox. For convenience.

Makes sense. Done. See first post.

Link to comment
Share on other sites

Confirmation that your problem come from no having a power of two texture.
(yours is 500x300 when the game would expect 512x256)

Also compression is 24bit R8G8B8 when the Diffuse should be DXT1 and the Normal DXT5.

Your nif is healthy but not clean. There's a couple of un-needed Properties and Shader Flags.

- The NiStencilProperty is needed only when both sides of a mesh are textured and rendered. Not the case here. It will ask extra calculation for nothing. Remove.

- The AlphaProperty would be needed if there was transparency in your texture. Remove.

- If there's is no AlphaProperty, the SF_Alpha_Texture flag in the Shader needs to be removed.

- I've never see any change in rendering with or without SpecularProperty, I usually remove it and have the Specularity set by the Alpha of the Normal in conjunction with the Gloss setting of the NiMaterialProperty.

- If there's no Specular property, the SF_Specular flag can be removed from the Shader.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...