Not trying to necropost, but since this is still one of the more recent comments, and it isn't exactly easy to find info on the glitch using strictly google-fu, that's an issue with NVR. Not this mod. Any newcomers without NVR will not have stars poking through their moon.
{EDIT} Current nightly version (NVR 4.2.1) seemingly fixes this issue.
Do you know what export settings you use for the moon textures in this/DNW? I'm trying to edit the textures for personal use to give the moon a brighter glow effect, but I'm a little lost on what configuration to use when exporting the texture.
This is all that MO2 shows when previewing the texture, usually it would show something like DXT1 but I'm not sure what this means haha
These are the options for export settings in paint.net. There is also error diffusion dithering, but that seems to add black dots around the texture in DXT1.
Just trying to match the same settings that the default textures have. If you have any advice I'd really appreciate it, thank you.
Your best bet is getting a copy of photoshop and using this plugin: http://fnordware.blogspot.com/2014/09/dds-plug-in-for-after-effects-and.html. It's hands down the best DDS plugin for saving. You also need this Intel DDS plugin but only because it is better for opening files and being able to see alpha (transparency), but don't save with it. When you save the file, go to File > Save As and in the drop down options the fnord plugin is just labeled "DDS". These textures were annoying to get right, cause when saving with the NVIDIA or Intel DDS plugins the texture would show up in game with ugly white lines surrounding it. Anyways, I saved as: Uncompressed, Mip Maps, and Pre-Multiply Alpha. Anything else was iffy in terms of quality. If you do want to save with compression you can try DXT5, but I'm not sure how well Paint.net is with saving DDS files with compression. If you can save uncompressed with Paint.net it may work. As a general rule, all textures for this game should be saved with Mip-Maps (unless they are UI textures), DXT1 for textures without alpha and DXT5 for textures with alpha. Textures can be saved as uncompressed if needed (uncompressed is good for textures like this and textures with gradients or blacks that would produce artifacts with compression).
Mojave Nights Try the optional file "Mojave Nights moon resizer pack" on this mod, but only use one ESP in the archive at a time. It will work with this or any other moon texture mods.
I just saw that you uploaded an uncompressed version of the dark side moon , yes this fixed my issue with the bright edges but the dark side is brighter now, i just wish the dark side was darker so it can blend nicely with the sky as it looks in the compressed version.
The white outline issue still persists on my end, even after the update. I suspect this has something to do with the texture compared to the version I had posted myself, i.e. in the uploaded version the moon is set inside a black background, set inside a much bigger white background. In the version I had edited, the moon is set inside a black background. And the alpha channel deals with these two backgrounds (black and white) differently.
Should hopefully be fixed now. Testing myself I'm not seeing any white outline and it is no longer having transparency issues. Uploaded a new version. The issue was not saving it with "premultiply" and from having a black moon shadow instead of white I believe.
Love the quality of the texture. My only criticism, which I took to addressing for personal use, was that the dark side of the moon should ideally be nearly black.
Ah yeah, I considered doing that before, never got around to it. If you send the file my way I could put it as an optional file if you'd like though, or you're welcome to post it.
Awesome, thanks man! I resaved it with the compression method and settings I used though as they are quite finicky with this texture. I tested it in game and it looks quite better, I made it as an update file. Good work.
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{EDIT} Current nightly version (NVR 4.2.1) seemingly fixes this issue.
This is all that MO2 shows when previewing the texture, usually it would show something like DXT1 but I'm not sure what this means haha
These are the options for export settings in paint.net. There is also error diffusion dithering, but that seems to add black dots around the texture in DXT1.
Just trying to match the same settings that the default textures have. If you have any advice I'd really appreciate it, thank you.
These textures were annoying to get right, cause when saving with the NVIDIA or Intel DDS plugins the texture would show up in game with ugly white lines surrounding it. Anyways, I saved as: Uncompressed, Mip Maps, and Pre-Multiply Alpha. Anything else was iffy in terms of quality. If you do want to save with compression you can try DXT5, but I'm not sure how well Paint.net is with saving DDS files with compression. If you can save uncompressed with Paint.net it may work.
As a general rule, all textures for this game should be saved with Mip-Maps (unless they are UI textures), DXT1 for textures without alpha and DXT5 for textures with alpha. Textures can be saved as uncompressed if needed (uncompressed is good for textures like this and textures with gradients or blacks that would produce artifacts with compression).
Thanks!
Try the optional file "Mojave Nights moon resizer pack" on this mod, but only use one ESP in the archive at a time. It will work with this or any other moon texture mods.
I went with 500%, looks great!
Thanks, endorsed both!
My only criticism, which I took to addressing for personal use, was that the dark side of the moon should ideally be nearly black.