Deleted46679158User Posted February 19, 2018 Share Posted February 19, 2018 Hi all, Complete noobie here. I've just started modding vanilla textures in Photoshop after watching a few YouTube tutorials, my aim is to give my game a Last of Us kind of vibe by adding moss and vines to roads, sidewalks, bridges, etc. I'm only using brushes and am saving my textures with the NVIDIA plugin. I'm only modding landscape and architecture for now. I've loaded a few into the game so far, but before I go any further, I just have a few questions that I'm struggling to find answers to and would really appreciate any feedback. First, why are DDS files in 3 parts (ending in _d, _n, _s)? I've edited Asphalt01_d but left the other 2 alone. It's working so far, but am I supposed to do anything with the other 2, and are there any consequences to deleting them? I've had a look at them in PS and I'm guessing it's something to do with transparency, but I'm reluctant to touch them. Second, I've read about texture compression on modders pages in the past. I intend to mod a lot of textures, so is this something I should be doing? I've CTD a few times this morning, but I did change my load order last night, I've disabled all mods for now and no CTD since. On the other hand, I did notice some stutter in Sanctuary after I put in my new road texture which I've never had before. Lastly, besides extracting textures into my Data folder, editing them and overwriting them, are there any important steps that I'm missing? I dunno, I just get the feeling that I'm doing something wrong. Again, any feedback or tips would be massively appreciated. Cheers. Link to comment Share on other sites More sharing options...
Perraine Posted February 20, 2018 Share Posted February 20, 2018 To display any texture the game engine needs 3 files = _d.dds is the "D-iffuse map" or colour map, which is the overall texture that you see._n.dds is the "N-ormal Map" which is adds the illusion of depth to the mesh. It's ostensibly a fake 3D effect - the "bumps" on the surface. Like adding cloth wrinkles or seams to an outfit, or pebbles on a road, without having to actually create a super detailed 3D mesh, which would bloat the file size._s.dds is the "S-pecular Map" which in the FO4 engine is a combined gloss and reflectivity file So yes, you do need all three for proper results. If you delete the _n or _s files from your data folder, the game will simply use the vanilla ones, so your editing results may not be as good as you'd like. Texture Compression is a controversial subject. The standards for .dds file compression (the files Direct X games use) was updated to BC7, which allows for less quality loss when textures are compressed ... HOWEVER, that compression format is VERY processor intensive, and WILL cause stuttering on any but the latest and fastest processors. It's also completely and utterly useless, unless you believe that every person on the planet is viewing the game on a 4K monitor, because on any resolution lower than that, the game will NEVER display the full uncorrupted texture. The slightly older, though still excellent BC5 compression (original Skyrim Era) is perfectly fine for FO4 textures, and is not only easy on system specs, but also more user friendly if someone wants to modify your textures for themselves, as it's a far more commonly supported format. Link to comment Share on other sites More sharing options...
vronykah Posted February 20, 2018 Share Posted February 20, 2018 (edited) Everything Perraine said. (I don't know about the compression controversy but I use the information in the tutorial below). Plus here are the different layers in images if it helps: Basic Texture Overview I also used GaigeStorm's tutorial mod when I was first learning about textures: GaigeStorm's Fallout 4 Normal and Specular map Tutorial Edited February 20, 2018 by vronykah Link to comment Share on other sites More sharing options...
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