As a friendly warning: It's better to refrain from releasing (potential) atomic shop/1st items as publicly available, Nexus moderators look down on such stuff and might issue a warning and ask to take the mod down (same happened to me actually for releasing other atomic shop PA skins in the past).
No problem, I understand, if one day this version is actually released, this mod will no longer be useful. (unless players want to see all hellfire in black in game)
Another thing, I was wondering how you read or converted the 76 DDS file, because I managed to make my own textures for fallout 3/NV and 4, but all the converters I used put it in "error" for the 76 dds.
Basically I wanted to make a personnal version black matte of the hellfire, inspired by your retextures, just to have all my armor sets of the enclave in the same look.
Usually I do not save my textures with high quality setting (Like BC7 and such) to keep the size of the mods down for downloaders' convenience. The difference in quality for most end users is barely noticeable. Here's the standard workflow I use for each texture type (in photoshop): _d -> Save as BC1 DX10+ _l -> Save as BC1 Linear (light maps should always be linear) Also, to create _l from FO4 _s file, you need to create a new RGB image file. First, fill the blue channel with black.(It works with most textures) Next, copy the green channel of the _s texture and paste it into the red channel of your new file. Your _l texture is ready (ish), save as BC1 Linear. To make it better, you need to put ambient occlusion into the green channel of this file. You can always use some tools like Crazy Bump to generate ambient occlusion from your _d texture and then paste it accordingly. _n -> save as Normal Map signed. (you'll need intel dds plugin with SNorm support for this. It resides on fo76 nexus actually) _r -> same as _d
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(unless players want to see all hellfire in black in game)
Another thing, I was wondering how you read or converted the 76 DDS file, because I managed to make my own textures for fallout 3/NV and 4, but all the converters I used put it in "error" for the 76 dds.
Basically I wanted to make a personnal version black matte of the hellfire, inspired by your retextures, just to have all my armor sets of the enclave in the same look.
Thanks for the info.
_d -> Save as BC1 DX10+
_l -> Save as BC1 Linear (light maps should always be linear)
Also, to create _l from FO4 _s file, you need to create a new RGB image file. First, fill the blue channel with black.(It works with most textures) Next, copy the green channel of the _s texture and paste it into the red channel of your new file. Your _l texture is ready (ish), save as BC1 Linear. To make it better, you need to put ambient occlusion into the green channel of this file. You can always use some tools like Crazy Bump to generate ambient occlusion from your _d texture and then paste it accordingly.
_n -> save as Normal Map signed. (you'll need intel dds plugin with SNorm support for this. It resides on fo76 nexus actually)
_r -> same as _d
"Yeah, that’s true, me too."
So here it is.