In my subjective opinion, these are obvious things. How could it be so tasteless to do some things in the game. I have been using it for a long time. Approved. Thank you for your work.
I would love to make a black version of the armored vault suit, as you request. But I don't think it fits into this retexturing pack, so I will upload it as a new one once I'm finished.. Thanks for the rating btw!
The utility outfit is the only one with mipmaps on it, fyi. I do like the recolor on the shoe's. Technically, though, the file should have been saved as DXT1 without an alpha channel, not as DXT3 with.
Vault Scientist and Security still have Male versions present, was there anything changed in those?
The Tunnel Snake issue of a non-female variant: Did you try saving it as outfitf.dds and trying that anyway? As for meshes, there is an outfitf.nif, I will check what texture it loads. Also, DXT1 without alpha instead of DXT3 with.
**Edit: The outfitf.nif is still loading OutFitM.dds. I _think_ I have corrected this, if you would like the mesh.
I have now uploaded and replaced the previous zip folder with a new one, which corrects the minor issues as MipMaps, the Tunnel Snake Jacket and a new texture for the Converse on the Utilitysuit.. All this thanks to Zacam!
Please read the new readme under Known Issues and bugs, as the Tunnelsnake outfit gave me a little problem, which I will correct as soon as I find a fix..
I will love to share, though pardon me as english is not a native language for me.
A MipMap is a way to scale the graphic (as is displays itself) based off of distance. DDS has the ability to store these in the main image file, so that a users GPU does not have to dynamically generate this data every time the texture comes up for rendering. Basically, a 1024^2 can also have a 512^2, 256^2, 128^2, 64^2, 32^2, 16^2 all in a progressive fashion. The overhead is fairly minimal, because it is all contained in the same file and uses the same palette. It is almost a bitmap equivalent to SVG (Scalable Vector Graphic).
Photoshop, GiMP and the nVidia Texture Tools (and if ATi has a version, them too) all have an ability to generate MipMaps as an option. Photoshop and GiMP require texture plugins, naturally. Depending on which of these you use, I could provide more detailed options as to what to set or configure to create them.
I have already mip-mapped versions of the files in question, if you want me to send them to you. And if you are in windows, grab the nVidia Windows Texture Viewer. It is a shell picture viewer made specifically for DDS files. They also have a thumbnail viewer that will allow DDS to display thumbnail images like any other image can in windows. And even though it is made and named as an nVidia product, it is hardware independent. Windows 2000/XP?Vista compatible.
Feel free to PM if you like as well, though hopefully this information may be of some use to others. Though as an aside, not all DDS images need to have a mipmap. But as a _general_ rule, anything being applied to a model _should_ be mipmapped. The exclusion is if the graphic is a non-model mapped effect, it may not require them.
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Thanks for the rating btw!
-Juels
EDIT: Well here ya go; a black retexture of the armored vaultsuit. http://www.fallout3nexus.com/downloads/file.php?id=3308
Vault Scientist and Security still have Male versions present, was there anything changed in those?
The Tunnel Snake issue of a non-female variant: Did you try saving it as outfitf.dds and trying that anyway? As for meshes, there is an outfitf.nif, I will check what texture it loads. Also, DXT1 without alpha instead of DXT3 with.
**Edit: The outfitf.nif is still loading OutFitM.dds. I _think_ I have corrected this, if you would like the mesh.
Beyond that, thanks for the rating!
Please read the new readme under Known Issues and bugs, as the Tunnelsnake outfit gave me a little problem, which I will correct as soon as I find a fix..
Thanks and enjoy!
A MipMap is a way to scale the graphic (as is displays itself) based off of distance. DDS has the ability to store these in the main image file, so that a users GPU does not have to dynamically generate this data every time the texture comes up for rendering. Basically, a 1024^2 can also have a 512^2, 256^2, 128^2, 64^2, 32^2, 16^2 all in a progressive fashion. The overhead is fairly minimal, because it is all contained in the same file and uses the same palette. It is almost a bitmap equivalent to SVG (Scalable Vector Graphic).
A Wikipedia document here: http://en.wikipedia.org/wiki/Mipmap may describe it much more technically than I.
Photoshop, GiMP and the nVidia Texture Tools (and if ATi has a version, them too) all have an ability to generate MipMaps as an option. Photoshop and GiMP require texture plugins, naturally. Depending on which of these you use, I could provide more detailed options as to what to set or configure to create them.
I have already mip-mapped versions of the files in question, if you want me to send them to you. And if you are in windows, grab the nVidia Windows Texture Viewer. It is a shell picture viewer made specifically for DDS files. They also have a thumbnail viewer that will allow DDS to display thumbnail images like any other image can in windows. And even though it is made and named as an nVidia product, it is hardware independent. Windows 2000/XP?Vista compatible.
Feel free to PM if you like as well, though hopefully this information may be of some use to others. Though as an aside, not all DDS images need to have a mipmap. But as a _general_ rule, anything being applied to a model _should_ be mipmapped. The exclusion is if the graphic is a non-model mapped effect, it may not require them.