Fallout New Vegas
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BigMike97

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BigMike97

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10 comments

  1. Audley
    Audley
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    I like how you reused the oasis sack model, that's a clever idea. However, there's a few problems with the mesh in that:


    • FNV Doesn't use AO maps or standalone roughness maps
    • you have two diffuse maps in the archive
    • the specular map should go into the alpha channel of the diffuse. It won't take a standalone specular map.
    • In the game all AO is baked into the texture or done with vertex colors. 
    • Depending on what you used to save the dds files, it may have defaulted the specular to 100% white which is why it's so shiny.

    So really you only need the two textures in there: diffuse, and then the normal with the spec in the alpha channel. Everything else you have in there is ignored.

    But I really do like the idea!

    Edit: Just realized that the other diffuse is for the string. So that's fine. But same rules above apply.
    1. archerarcher
      archerarcher
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      It's a modders resource...
    2. Audley
      Audley
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      Yes. However, I do not think that completely invalidates any of my criticisms which were written in good faith. I was pointing out flaws in the resource, which should be fixed if it's going to be used in any actual application. The way you phrase it implies that uploading broken resources somehow excuses it from being criticized.
    3. xKOHTAKTx
      xKOHTAKTx
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      1. The problem with excessive bright "glossiness" on surface is - in the normal map, which in general not expected by me, they are too bright, although this term is incorrect when referring to normals. Here is an example with activated normals and without them, so judge by yourself i guess...

      2. The second one is the yellow crappy color filter used in vanilla game.
      - But what happens if we use a more or less normal filter... Long story short - any other color filter, that not made by Bethesda, for example, with the fairly common Nevada Skies Mod.

      If the result suits to you, then you will have to download another mod "Oakley M-Frame Sunglasses" by Nickheggo, cubemaps I seem to have used in effects from his mod. There are several of them, look for the blackest. By the way, in this mod there are actually no non-static objects, entering the same static object to esp will not have a moveable non-static collision in meshes by itself... (the final part of this comment dedicated to JediEater).

      So really you only need the two textures in there: diffuse, and then the normal with the spec in the alpha channel. Everything else you have in there is ignored.

      4. Yep, needs three or four textures, and in principle you can leave as it is. Need to rename that "Trashbag_r.dds" to "Trashbag_S.dds" or "Trashbag_M.dds" since that is how they are mostly named in this game, put there as I showed on the screen  then enable in shader flags "Environment_Mapping".  AO textures are not commonly used in this engine, the roughness of the surfaces are achieved by the normal and material maps. Oh with Environment_Mapping you actually need that cubemaps i've mentioned before. - Done. 

      5. Useful information for those who still got plans to make some mods on the old Gamebryo. - Bits of NifSkopery.

      To cash em up: as a resource quite a good mod, which still needs a little bit cleaning since is a trash bags.
      
    4. Audley
      Audley
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      I'm unsure what the point of this entire comment was. You said a lot of things, that aren't exactly relevant to what anyone was talking about. I believe you misunderstood what I meant when I said baked, at least in this sense. 

      3. So what? This is two different diffusion for two different blocks, that red rope, and trashbag itself, bud.

      I corrected myself at the end of my comment upon realizing this.

      Edit: I really don't know if I just come across as a jerk or what, but maybe it's on me with the way I explain things. I wasn't trying to be rude to the poster of the mod. It's a great idea, in fact it requires ~15 minutes of cleanup at most. I was attempting to be helpful, by explaining what I know and think to be correct. I'm fine with being proven wrong, though.
    5. xKOHTAKTx
      xKOHTAKTx
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      1. Firstly, yes, this mod is corrected in 5-10 minutes. In fact.
      2. Thіs comment wasn't just to You, also to the Mr.Poster, i was trying to show both him and you as an example what exactly needs to be fixed and where. I added an description to the screenshots, this the reason, for some things that seemed not related to the topic, also why is bloated.
      4. That your advice about baking new textures wasn't necessary, what you can see if you read that guide linked.

       I'm fine with being proven wrong, though.

      - Same here, maybe it's me. I didn't behave myself nicely so... So I apologize! Didn't want to go crazy, Buddy.
  2. deleted179430981
    deleted179430981
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    Can you please add support for TTW? Would be nice to see some trashcan with trashbag in it on Megaton.
  3. archerarcher
    archerarcher
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    I love it. Many thanks.
  4. friendlynonmurderingsort
    friendlynonmurderingsort
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    Finally. I'm not even joking, this'll make clutter mods much better
    1. BigMike97
      BigMike97
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      Enjoy my friend! While it isn't a brand new HD model, it'll get the job done.