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  1. ousnius
    ousnius
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    Locked
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    Hint:
    Intel released a new Photoshop plugin for the new texture formats (BC5/BC5U/BC7).
    You can read about it and try it here: http://gametechdev.github.io/Intel-Texture-Works-Plugin/

    The archive and program do NOT contain any viruses.
    Any warnings from your browser or anti-virus software are false positives, because they don't like exactly one executable in a ZIP.

    Version 1.7 is up!
    - Support for material file version 20.
    - Added tooltips to all properties.
    - Added game dropdown selection.
    - Added config file that stores last selected game.
    - Removed smoothness limit. It should still be between 0 and 1, though.
    - Moved on to .NET Framework 4.7.2
    - Added support for per-monitor DPI scaling (PerMonitorV2 with Windows 10).
  2. poodieneutron
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    Does anybody know why the default texture paths in BGSM files use forward slashes? (Textures/....) Also they seem to work even when you use the proper back slashes. I noticed a similar issue in Skyrim with certain texture paths. I guess maybe some Bethesda dev used linux?
  3. vogues
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    can someone tell me how to darken smoke/dust/glass?

    or point me in the right direction please
  4. Gers
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    I'm trying to add a cubemap to skin texture basehumanfemaleskin.bgsm, I copied all the environment map settings from Gen1a.BGSM which uses the same cubemap but the game just crashes if environment map is enabled, anyone know why it keeps crashing?
    1. ousnius
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      Skin shaders can't have environment mapping.
    2. Gers
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      Damn. Oh well, that explains the crashing. Thanks.
  5. jmenaru
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    Just 1 question: Why is the gloss multiplier aka "smoothness" clamped between 0 and 1 in newer versions ?

    For the past months I legit thought I was going crazy because I remembered having the ability to change that value to whatever I wanted in the past, before I took a break from Fallout4. I basically ignored it, but today I finally got fed up with the feeling that I was senile so I checked the github repository and yes, this was part of the code in the latest version and in the releases tab I saw this was added in v1.4

    So now that I know I'm not crazy, why was this restriction added exactly ? It makes no sense to me. Checking the comments here around the date that version was published, nobody has mentioned anything about it. I could understand the restriction if going beyond the values would do nothing, but that is obviously not the case. Going above 1 clearly makes a difference ingame (I haven't gone below 0, at that point I'd just modify the texture). Quite a big one if you're going for a specific effect.
    1. ousnius
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      In PBR (or whatever FO4 does of PBR), smoothness only makes sense from 0.0 to 1.0. Something is either smooth or rough or in between, but it can't be smoother than "fully smooth" (1.0).

      If the range of 0.0 to 1.0 doesn't suffice, then you need to tweak the texture (the green channel specifically). Values outside of the 0.0 - 1.0 range have side effects in the shader, other than just making it even smoother. Don't forget about the fresnel value, it has a big impact on reflectiveness as well.

      Basically smoothness isn't glossiness.
      float fSpecularPower = exp2(smoothness * 10.0 + 1.0);
    2. jmenaru
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      Okay, I figured that would be the answer, but FO4 is not a PBR game or not fully. Not when their own textures are a mismash of shite, so again putting in a artificial restriction in place to enforce something that FO4 isn't, with or without it in place, doesn't make sense to me.

      Yes it doesn't make sense to go higher than 1 if the texture itself is pure white since it's already "maxed out" but if it isn't, its a quick way to get it slightly brighter as editing a texture can be a hassle, not to mention the difference in size between a texture and a small material file if I want to have both versions.

      I basically asked because I thought going outside that range would cause some issues (or those side effects you mentioned cause I don't know about that) but if that's not an actual problem(or big enough to mention), I'm just going to use the version that offers more control(1.3) now that I know about it. At worst I would've liked to see some warning in the material editor if a user goes beyond the values intended but still allow said user to do it. Outright restricting it just removes control and convenience.
    3. ousnius
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      It's a way to keep things standardized and guide people to do things the right way instead of adding quick workarounds on top of workarounds, so that we don't end up with material files that have a smoothness of 13.5823 and a specular map with 0.1.
    4. jmenaru
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      I understand your reasoning and agree with sticking to a standard, but I, personally, am not going to respect such a standard when Bethesda themselves don't. When they get an industry standard PBR system and not whatever the fake mutant abomination FO4 has, I'd gladly oblige, because after all, I don't enjoy tweaking stuff by the decimal just to get it to look right or passable.

      Regardless thanks for indulging me with some answers. I still have a way to tweak that value via older versions so no skin off my back, this was just for conversation sake.

  6. piecheese10
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    Am I able to export the materials as PNGs or JPGs with this?
  7. MonsterMonkey
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    I try to make a mid-trabsparency effect on curtains so they let light pass through (not masking like solid material) but i cant have alpha blending working properly, i have weird pixelised transparency.
    I extracted the cloth red tarp seen in Diamond City wich have that effect i look for, and looking at both meshes and material files, i noticed in the "version" string they have the number 2 .
    What is it for, is it the Shader version ?
  8. bwins95
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    Is there a way to batch edit .bgsm files?
    1. reapa
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      i also need a way to batch edit them. badly.
  9. nanashi50
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    Is there documentation somewhere about how the options under the "Effect" tab work when using a BGEM?
  10. Happyhands1
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    So I downloaded it and tried to run it but it just comes up saying the parameter is incorrect?
  11. Starwaster
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    So what does the version number affect? Is there ever any reason to change it? Sometimes it's 1 and sometimes 2. Never seen other than those values so I assume it's either 1 or 2...
    1. ousnius
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      It's a field Bethesda added to give material files versions, but it's not really relevant as of now. Just keep it at whatever it is.
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