I used BricksFactory01_d.dds for swbrick02_d.dds and swbrick02_d.dds This gives brick sidewalks proper sized bricks with detail Great textures, thank you
Oohhh!! There is a brick texture or set of them that NEEDS you, WANTS you, HAS TO HAVE you! Its the brick texture or set of textures you can find in Railroad HQ. Those textures used both outside and inside and OMG do they suck big one, but those bricks may be a challenge because some bricks actually bulge out (not just the texture), so it would have to be intelligently done, but you can do it and my cat just said "Meow", which means he believes in you too!
I noticed one texture file includes purple bricks in version 0.5... Is it meant to be like that? It looks truly awkward... There used to be an ALPHA Update for version 0.4 that corrected that texture, but it is gone now...
That's weird. I haven't noticed any so far and I copied straight from my games texture folder. I'll take a look when I get home. Can you tell me where you saw the purple bricks?
Also did you make sure to completely Uninstaller the update version? Sounds like the material file from that update is still there.
I know what causes it, so as a temporary fix, go into your data/materials/architecture/building folder. Delete everything and reinstall only the .5 update.
BrickRed01.bgsm Materials file was the cause of the issue. It came either from earlier versions of your mod or from another mod (I use SO many...). Using ONLY your Materials files from your latest 0.5 version decreased quality of certain textures, like the ones in Goodneighbor. It didn't decrease quality of the actual texture, but there is this "overlay" (probably the wrong technical term) that goes on top of certain textures and acts like dirt or something smeared. With those extra Materials files I have (either from your old mod or another mod), that overlay is of higher detail and /or resolution. The same overlay was used in Skyrim for snow on rocks. These extra Materials files are: BrickRed03.bgsm , BricksFactory01.bgsm , and BrickTan01.bgsm. I will post screenshots of what I was talking about later today.
I have suggestions for this mod: - I know some Vanilla textures were clean brick textures that simply had little detail or were of very low resolution. You created a replacement for those textures and to stay with Vanilla-like feel, you also used clean brick textures. It would be really nice if you released a version where practically bricks were worn-out, weathered, etc. - It would be nice to have higher detail variety per texture. Some bricks crooked, some bricks worn out more than others, some defective, some with more cracks, etc. The game uses a single texture for bricks on many large buildings, so extra detail may actually result in an obvious and repetitive tiled pattern. I don't know if there is a way around that, but that may actually make more detailed and varied brick textures look worse than identical bricks on each texture. I guess that means you'd have to go deeper and assign several textures to a single building exterior walls. I don't know if you want to go that far, but I think you'd need to or else varied textures will look repetitive due to Gambro engine being based on tiles. - More Normal and Specular Maps to make them stick out. Right now they look rather flat.... - More bricks of course! It would be great if this mod went further and also replaced concrete and other types of bricks / building surfaces.
Again, I appreciate what has already been done!
EDIT:
Could you PLEASE LIST ALL the textures and whichever other files you included in your previous versions that no longer exist in your current versions? I'd like to either remove them or compare them to the ones in other mods.
BricksFactory, Bricks01r, and bricks white should be the only material files in this update. I might have to change the path on them to include a deeper normal map, because they remove the overlay.
Could you PLEASE LIST ALL the textures and whichever other files you included in your previous versions that no longer exist in your current versions? I am talking about Windows textures and whichever others during earlier versions of this mod. I need to know which ones they are.
Thanks, but I assume those are all the textures you've made for Fallout 4, not specific textures that were included in earlier versions of this mod. I guess you just don't recall and posting each file name at a time is too tire-some. I kind of went through them and for example, Windows textures are still better than vanilla, so why have they been removed???
To be honest, because I can't remember where I got the textures from.
When I first started out, I just used whatever I could find on google images. Now that I've been going at this, Ive been told thats a surefire way to get yourself banned. So i've been careful to only use textures I got from the credited source in the description >.>
Ahh - I get it! I didn't know you can just Google textures.
This is a bit off-topic, but I was hoping you could provide some insight about texture files in Fallout 4. I assume that Fallout 4 textures work like this: Texture.DDS (Actual drawn texture) Texture_D.DDS (Diffuse) Texture_N.DDS (Normal) Texture_S.DDS (Specular)
I have basic understanding of the difference between Normal, Diffuse, and Specular textures and I guess they can be be used at the same time for the same texture, can't they? That's the only way it makes sense to have the same exact texture file name for all 3 - D, N, and S files.
Then I noticed some mods use large 21MB High Quality texture files that do not have D, N, and S files in them, but DO have either all of or some of those properties (Normal Maps with Specular or in whichever combination). Is that because these large texture files are somehow all-inclusive into a single file? Other times I see similar 21MB High Quality texture files BUT they do include D, S, and S files.
If I have Texture.DDS + Texture_S.DDS from mod A and Texture_D.DDS + Texture_N.DDS from mod B, then am I going to get a messed up / incorrect texture? So far I made the game look great, but I came to realize that many textures I have have mixed D, S, N files from different mod (for the same texture) !!! Was it the same way in Skyrim? I don't remember it being that way. I had no idea about how texture files are structured and now its a mess, BUT the game looks great in 90% of places.
Maybe its OK to have Texture_D.DDS and Texture_S.DDS from a different mod as long as Texture.DDS and Texture_N.DDS are from a single mod? What is likely to be incompatible and mess up a texture - S, D, or N files? Does it depend on how similar these textures are? Some of them are similar in different mods, but some are completely different...
Should I sort them out from now on? I know of several locations where mixing D, S, and N files from 2 different mods - yours and another one (Enhanced Archi-Texture I think) resulted in a better-looking texture than from either of the mods separately...
Skyrim was NOT as complicated when it came to Textures! This is nuts! Is there some way or some tool that can quickly and easily detect whether Texture.DDS, Texture_N.DDS, Texture_S.DDS, and Texture_D.DDS come from the same mod and are compatible??? Modding games is supposed to get easier over time, not harder!
You're correct about the textures using all 3. Diffuse is the color, normal is the bump, specular is the gloss. If there's a mismatch, you'll see the difference.
67 comments
for swbrick02_d.dds and swbrick02_d.dds
This gives brick sidewalks proper sized bricks with detail
Great textures, thank you
Is that intentional?
Also did you make sure to completely Uninstaller the update version? Sounds like the material file from that update is still there.
I know what causes it, so as a temporary fix, go into your data/materials/architecture/building folder. Delete everything and reinstall only the .5 update.
I have suggestions for this mod:
- I know some Vanilla textures were clean brick textures that simply had little detail or were of very low resolution. You created a replacement for those textures and to stay with Vanilla-like feel, you also used clean brick textures. It would be really nice if you released a version where practically bricks were worn-out, weathered, etc.
- It would be nice to have higher detail variety per texture. Some bricks crooked, some bricks worn out more than others, some defective, some with more cracks, etc. The game uses a single texture for bricks on many large buildings, so extra detail may actually result in an obvious and repetitive tiled pattern. I don't know if there is a way around that, but that may actually make more detailed and varied brick textures look worse than identical bricks on each texture. I guess that means you'd have to go deeper and assign several textures to a single building exterior walls. I don't know if you want to go that far, but I think you'd need to or else varied textures will look repetitive due to Gambro engine being based on tiles.
- More Normal and Specular Maps to make them stick out. Right now they look rather flat....
- More bricks of course! It would be great if this mod went further and also replaced concrete and other types of bricks / building surfaces.
Again, I appreciate what has already been done!
EDIT:
Could you PLEASE LIST ALL the textures and whichever other files you included in your previous versions that no longer exist in your current versions? I'd like to either remove them or compare them to the ones in other mods.
http://imgur.com/a/rDDGs
When I first started out, I just used whatever I could find on google images. Now that I've been going at this, Ive been told thats a surefire way to get yourself banned. So i've been careful to only use textures I got from the credited source in the description >.>
This is a bit off-topic, but I was hoping you could provide some insight about texture files in Fallout 4. I assume that Fallout 4 textures work like this:
Texture.DDS (Actual drawn texture)
Texture_D.DDS (Diffuse)
Texture_N.DDS (Normal)
Texture_S.DDS (Specular)
I have basic understanding of the difference between Normal, Diffuse, and Specular textures and I guess they can be be used at the same time for the same texture, can't they? That's the only way it makes sense to have the same exact texture file name for all 3 - D, N, and S files.
Then I noticed some mods use large 21MB High Quality texture files that do not have D, N, and S files in them, but DO have either all of or some of those properties (Normal Maps with Specular or in whichever combination). Is that because these large texture files are somehow all-inclusive into a single file? Other times I see similar 21MB High Quality texture files BUT they do include D, S, and S files.
If I have Texture.DDS + Texture_S.DDS from mod A and Texture_D.DDS + Texture_N.DDS from mod B, then am I going to get a messed up / incorrect texture? So far I made the game look great, but I came to realize that many textures I have have mixed D, S, N files from different mod (for the same texture) !!! Was it the same way in Skyrim? I don't remember it being that way. I had no idea about how texture files are structured and now its a mess, BUT the game looks great in 90% of places.
Maybe its OK to have Texture_D.DDS and Texture_S.DDS from a different mod as long as Texture.DDS and Texture_N.DDS are from a single mod? What is likely to be incompatible and mess up a texture - S, D, or N files? Does it depend on how similar these textures are? Some of them are similar in different mods, but some are completely different...
Should I sort them out from now on? I know of several locations where mixing D, S, and N files from 2 different mods - yours and another one (Enhanced Archi-Texture I think) resulted in a better-looking texture than from either of the mods separately...
Skyrim was NOT as complicated when it came to Textures! This is nuts! Is there some way or some tool that can quickly and easily detect whether Texture.DDS, Texture_N.DDS, Texture_S.DDS, and Texture_D.DDS come from the same mod and are compatible??? Modding games is supposed to get easier over time, not harder!