I'm like very new to this so yea and I would like to find the Power Armor textures for all suits that are not painted like the resource files are just the shape but where the Armor pieces would be are white not the Frame parts.
thanks again for the material and tutorial, but you also modded the frame, right? I noticed that the back wheel to open the armor is a shiny black. That's not part of the armor, but the frame, or is it?
Just curious, and again, thanks for all the effort you invested into this and sharing it with the community!
Sorry for the late reply here (I replied to this guy on YouTube a lot sooner) The frame is modded, but not by me. One of the first F4 mods I got was Kooj's power armor frames (http://www.nexusmods.com/fallout4/mods/6932/?) and because it was a replacer, not an .esm, I forgot about it and didn't remove it before the video or before taking screenshots. I've updated the descriptions and credits to reflect this.
I believe so. Once exported (with mipmaps generated) the game seems to display them just fine. How could I tell if it wasn't compatible? Is that something I'd easily notice?
Thanks, I'm glad you like it. Hopefully it helps a few people.
Well to see if the normal map is good check the channels Red is in grey level.It controls the shiny parts of your model Green is in grey level.It controls the darker parts , non reflective. Blue is also in grey.It controls the reflective parts of the model. For the spec map Red and Green are the only ones used, the texture is like a melt of orange/green. The blue channel of this texture is used for the subsurface scattering, and for anything but the skin it must be plein black. If you open one of the .dds texture from the game in Gimp or photoshop and the spec map blue channel is white or if you exported with a white channel, the textures are wrong.
Seeing by your images and assuming you just add text on the diffuse map and let the normals alone, it seems the normal maps are not doing their job because you can't see any details they add on the original(bumps, scratches...ect) on the head tube for example.
I hadn't considered this, but I'll double check all of that -and keep that in mind when I get to playing around with the normal and specular files. I think those files are working, especially because I just took them from the vanilla textures.bsa and haven't edited them yet. In the BGSM files I have 'Grayscale To Palette Color' unchecked, and so I believe it's drawing it's color from the actual whites in the texture file. Applying it directly, as it were. If that was checked, it would replace all the white with various parts of the default palette (which I actually haven't set up - I will update soon and add this BGSM knowledge.)
I did some playing around with specular colors and palette files for my other paint mod, Overkill, and the results were interesting. I was able to make matte effects by just disabling specular and therefore didn't need to change the _s file. I also made some quick palette files and after telling the BGSM to look there it very easily made big changes to the armor itself (two tone colors, etc) without the need to go edit each part of the texture file. I'm still learning, and I do want to play with the normal and spec files soon so I can get a proper chrome/rusted/etc option for the details of the armor.
I'm surprised that no one has yet tbh. I'm glad you approve, I think you should give it a try anyway! Just skip right to step 3 and start adding art, when you save it go in game and re apply PATT armor to see your changes. You don't need to do any of the first steps. You never know, you may find it easier than you expected.
I've gotten lazy with modding. My last good re-tex was my NCR T-51. I re-did the textures that a friend made for me. I went back to just doing the simple things. I work so dang much these days, that I have very little time to do anything.
17 comments
thanks again for the material and tutorial, but you also modded the frame, right? I noticed that the back wheel to open the armor is a shiny black. That's not part of the armor, but the frame, or is it?
Just curious, and again, thanks for all the effort you invested into this and sharing it with the community!
Sincerely
codediver
The frame is modded, but not by me. One of the first F4 mods I got was Kooj's power armor frames (http://www.nexusmods.com/fallout4/mods/6932/?) and because it was a replacer, not an .esm, I forgot about it and didn't remove it before the video or before taking screenshots. I've updated the descriptions and credits to reflect this.
That wheel is part of the frame, you are correct.
Thanks, I'm glad people are finding it helpful.
Thanks, I'm glad you like it. Hopefully it helps a few people.
Red is in grey level.It controls the shiny parts of your model
Green is in grey level.It controls the darker parts , non reflective.
Blue is also in grey.It controls the reflective parts of the model.
For the spec map
Red and Green are the only ones used, the texture is like a melt of orange/green.
The blue channel of this texture is used for the subsurface scattering, and for anything but the skin it must be plein black.
If you open one of the .dds texture from the game in Gimp or photoshop and the spec map blue channel is white or if you exported with a white channel, the textures are wrong.
I did some playing around with specular colors and palette files for my other paint mod, Overkill, and the results were interesting. I was able to make matte effects by just disabling specular and therefore didn't need to change the _s file. I also made some quick palette files and after telling the BGSM to look there it very easily made big changes to the armor itself (two tone colors, etc) without the need to go edit each part of the texture file. I'm still learning, and I do want to play with the normal and spec files soon so I can get a proper chrome/rusted/etc option for the details of the armor.