Would love to try to use this mod but its not working for me with the Unique Pipboy mod: http://www.nexusmods.com/fallout4/mods/5869/? No one else should have my shiny pipboy!(starts chanting "my precious" like smeagol) Its just the shiny chrome part that is not working for me
LOL Love it! Goes so nice with all my other chrome stuff. Hate to ask such a noober question but what is that armour in the screenshot? I see lots of pics of it but never found it yet. Endorced!
That is the Heavy Combat Armor pieces, Heavy combat Chest, Heavy combat Left/Right Arm/Leg, not sure about the armor underneath, might be a black vault suit. The Heavy Combat Armor has also been chromed in the screenshot, as the original color is green.
Thank you! The armor is a Chrome Heavy Combat Armor from another mod of mine: http://www.nexusmods.com/fallout4/mods/3908 You can find all my Chrome mods here: http://www.nexusmods.com/fallout4/users/6530144/?tb=mods&pUp=1 Clothes underneath is a Black Vault Suit from this very nice mod of shiz0: http://www.nexusmods.com/fallout4/mods/419
As far as I understand it, the short and simple description is you have to add the ability for the mesh to register cube maps, and in order to do that you have to use a 3D mesh editing software like Blender (if memory serves) or 3DS Max (the more complicated way for those who aren't familiar with the software) or the easier way with Nifskope (which isn't compatible with FO4 yet as far as I can tell).
You need to edit the material configuration file (BGSM), and make the specular texture file bright, the brighter it is the more reflection you will get. For example, if you want to make the pipboy chrome, you can do this:
1. Extract material config files from "Fallout4 - Meshes.ba2": - Materials/AnimObjects/PipBoy01.BGSM - Materials/AnimObjects/PipBoy02.BGSM (2 files because the PipBoy has 2 parts, normally it would only have 1 file) 2. Edit the material config files, make sure bSpecularEnabled is true, cSpecularColor is the color you want to tint the reflection, fSpecularMult will decide how reflective it is (should leave at 1.0), and an environment map (cube map) assigned for the sEnvmapTexture field ("Shared/Cubemaps/mipblur_DefaultOutside1.dds" works fine if you don't have other envmap which you want more) 3. Extract texture files from "Fallout4 - Textures[1-9, I don't remember exactly which one].ba2": - Textures/AnimObjects/PipBoy/PipBoy01_s.DDS (specular map, the brighter the more reflective) - Textures/AnimObjects/PipBoy/PipBoy02_s.DDS (specular map, the brighter the more reflective) - Textures/AnimObjects/PipBoy/PipBoy01_d.DDS (optional, to make it black&white) - Textures/AnimObjects/PipBoy/PipBoy02_d.DDS (optional, to make it black&white) 4. Edit the specular map texture files, select the parts which you want to make reflective and make them bright by changing the HUE value in Photoshop, I like the value of +145. 5. Save the texture files as DTX1, generate mipmap, no alpha
Oh I forgot to add, you need this tool to edit BGSM (convert it to json, edit the json, then rename it back to BGSM, you can drag BGSM file onto ...ConvertMaterial.exe file to convert it to json, no need to use console command) http://www.nexusmods.com/fallout4/mods/1124
Chrome cube map is okay too, but I like the defaultoutside1 more, plus I use defaultoutside1 in every chrome mod of mine, so I want this to match them too. I have not tried fresnel setting yet.
But it can't open files that have been converted to JSON format. I tried making a gold Pipboy but the custom cube map I made won't work for some reason, It's the most annoying thing I've encountered so far. The cube map worked once but now it won't work again... I couldn't figure out how Bethesda got their cube maps to be only one image where as all previous versions needed six images to make a cube map, so I went with the old method and made a six image one out of recolored cube maps that came with the game, and it worked but only once...
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Hi ^^. Can you upload your MOD on Bethedsa.net? Would be nice
No one else should have my shiny pipboy!(starts chanting "my precious" like smeagol) Its just the shiny chrome part that is not working for me
The Heavy Combat Armor has also been chromed in the screenshot, as the original color is green.
You can find all my Chrome mods here: http://www.nexusmods.com/fallout4/users/6530144/?tb=mods&pUp=1
Clothes underneath is a Black Vault Suit from this very nice mod of shiz0: http://www.nexusmods.com/fallout4/mods/419
1. Extract material config files from "Fallout4 - Meshes.ba2":
- Materials/AnimObjects/PipBoy01.BGSM
- Materials/AnimObjects/PipBoy02.BGSM
(2 files because the PipBoy has 2 parts, normally it would only have 1 file)
2. Edit the material config files, make sure bSpecularEnabled is true, cSpecularColor is the color you want to tint the reflection, fSpecularMult will decide how reflective it is (should leave at 1.0), and an environment map (cube map) assigned for the sEnvmapTexture field ("Shared/Cubemaps/mipblur_DefaultOutside1.dds" works fine if you don't have other envmap which you want more)
3. Extract texture files from "Fallout4 - Textures[1-9, I don't remember exactly which one].ba2":
- Textures/AnimObjects/PipBoy/PipBoy01_s.DDS (specular map, the brighter the more reflective)
- Textures/AnimObjects/PipBoy/PipBoy02_s.DDS (specular map, the brighter the more reflective)
- Textures/AnimObjects/PipBoy/PipBoy01_d.DDS (optional, to make it black&white)
- Textures/AnimObjects/PipBoy/PipBoy02_d.DDS (optional, to make it black&white)
4. Edit the specular map texture files, select the parts which you want to make reflective and make them bright by changing the HUE value in Photoshop, I like the value of +145.
5. Save the texture files as DTX1, generate mipmap, no alpha
Chrome cube map is okay too, but I like the defaultoutside1 more, plus I use defaultoutside1 in every chrome mod of mine, so I want this to match them too. I have not tried fresnel setting yet.
http://www.nexusmods.com/fallout4/mods/3635/?
But it can't open files that have been converted to JSON format. I tried making a gold Pipboy but the custom cube map I made won't work for some reason, It's the most annoying thing I've encountered so far. The cube map worked once but now it won't work again... I couldn't figure out how Bethesda got their cube maps to be only one image where as all previous versions needed six images to make a cube map, so I went with the old method and made a six image one out of recolored cube maps that came with the game, and it worked but only once...