amokrun1 Posted January 15, 2020 Share Posted January 15, 2020 When you upgrade the armor on power armor from Model A to B or higher, the visual of the armor changes from the rusty default to a more polished look. What I want to know is how this is achieved. I thought it was a material swap but when I open the OMOD, there is no material swap entry in the record. There isn't even a model entry! The only thing I saw which I could understand as changing the look is color remapping on Model A, which seems to return the look to the default rust if downgraded. Link to comment Share on other sites More sharing options...
Thirdstorm Posted January 15, 2020 Share Posted January 15, 2020 Which Entry are you looking at?Some of them have a "Color Index" which can effect how a GreyScale Texture is rendered Link to comment Share on other sites More sharing options...
amokrun1 Posted January 15, 2020 Author Share Posted January 15, 2020 Hey Thirdstorm, nice! You do excellent work, mein Freund. So I've been looking at the ARMO and OMOD records, and pretty much any entry that might involve a texture/model. So, taking T-45 as an example, I would compare Model A and B OMODs based on properties under DATA, in addition to whatever model they use(of which they don't). I would also look at the model the ARMO record has entered, and the Models section containing Addon Index and Armor Addon. I should point out I am mostly working from xEdit for this. When you say GreyScale texture, does that refer to the change in color from Model A to B(where it looks more refined)? If so, why can't I find it as a material swap? Link to comment Share on other sites More sharing options...
Thirdstorm Posted January 16, 2020 Share Posted January 16, 2020 Thanks, I really need to fully come back to modding ;) First, XEdit or CK? Link to comment Share on other sites More sharing options...
amokrun1 Posted January 16, 2020 Author Share Posted January 16, 2020 Information in relation to xEdit would be better. Link to comment Share on other sites More sharing options...
Thirdstorm Posted January 16, 2020 Share Posted January 16, 2020 Ok good, much of this is easier to see as a "whole" in Xedit... Let start with:PA_T45_Arm_Lining_A "Model A" [OMOD:00077D3E] Inside that record is a Float/Set/Color Remapping Index of 0.66 which would be the "Rust" color... Following that: PA_T45_Arm_Lining_B "Model B" [OMOD:00182D06] The Float/Set/Color Remapping Index was removed, resetting it to what would likely be the default "gunmetal" If you have the files extracted...... Check out the Directory.. (X=Install Directory)X:\WHERE_EVER_YOU_HAVE_THEM\Fallout 4\Data\Textures\actors\PowerArmor\ Once there load up (if you can) T45arm01_d.DDS It's a GreyScale Texture, that uses a secondary "Index" texture and numbers to determine what coloring to use.. Link to comment Share on other sites More sharing options...
amokrun1 Posted January 16, 2020 Author Share Posted January 16, 2020 Could not find T45arrm01_d.DDS, but X-01 has it, same difference I guess. So then once I found the file I want to use, how do I point the OMOD to it via xEdit? And what exactly is the difference between _d, _n, and _s before the .dds extension(eg. X1Arm01_d.dds vs X1Arm01_s.dds)? Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 16, 2020 Share Posted January 16, 2020 (edited) And what exactly is the difference between _d, _n, and _s before the .dds extension(eg. X1Arm01_d.dds vs X1Arm01_s.dds)?_d = Diffuse map, _n = normal map, and _s = specular map.Each are needed to determine the textures depth, lighting, etc. There's even more maps for other stuff, like _g for the glow/glowing textures and _m that does something I cant remember (environmental refraction maybe). Edited January 16, 2020 by lilkandeekid Link to comment Share on other sites More sharing options...
Thirdstorm Posted January 17, 2020 Share Posted January 17, 2020 @lilkandeekid,Thanks! @amokrun1,Depends on what you want to do, but honestly if all you want to do is make the "A" not look rusty you just need to make an override in a plugin and remove the ColorRemapping index entry completely.Compare the "A" lining and the "B" lining in XEdit and you should see the difference Link to comment Share on other sites More sharing options...
amokrun1 Posted January 18, 2020 Author Share Posted January 18, 2020 Actually to be honest, I am just trying to learn more on how this all works, and the mod I am working on is a kind of practice for me. I am basically mimicking the vanilla records to see how I can pull it off by creating something without copying the records directly. It's a bit long to explain what my "experiment" mod is doing, but long story short, I'd like to know how I can set the Greyscale texture as a material swap in the OMOD. Can this be done? lilkandeekid, thanks for the info! Link to comment Share on other sites More sharing options...
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