Any plans to update this when it's possible to give each magazine a unique cover? Tools to edit material files were recently released, but even if someone were to make an .esm that repoints duplicate covers to new textures, it'd be pointless if the textures themselves don't exist.
What are the optional "novagalactic fix" files for? does the base mod have some errors?
Also, does the "glow" variant actually glow? like emit a bit of light? This would make it perfect, as I hate having to scower desks every-time I'm in a new place - worried I'lll miss a skill mag.
i dont get the questions ... the >novagalactic fix<, >fixes< the >nova galatic< cover ... which version is the >glowing< borders ... maybe the >glow version< ?????
I'm preparing one for the advertisement... But I got a question around DDS files...
What the output format should be ? I've been using Paint.net, but I'd rather prefer using Photoshop (installed the dds plugin...)
Below are the settings I'm using now, but not sure they're accurate. I've seen a post from Fallout modding area, but not quite clear: - Texture type: Color - Compression: BC7 8bpp (sRGB, DX11+) - Mip Maps: None.
Also when saving, I'm losing the thumbnail on PS saved images in the explorer...
XMH Tools - DDS thumbnails BC7 - Image Suite (nexusmod) will help with your problem (also i did an upsi & used fast instead of fine, should have double checked -.- will redo and upload the better quality)
For info, I've digged a bit and there is a tool "texdiag", which is a command line tool. I've checked a simple BA extracted file and result are as follow :
With the blank magazine backing, an ad could be put there. Eit Clothiers "We Know Fashion" - Coupon: one free tailor session with purchase, coupon disclaimer - invalid at all settled systems locations. The UC Exchange "Where Everyone Gets The Local Frendo's Discount"
At least the TexDiag exe file helps you understand how Bethesda had produced their files... Interestingly, BC1_UNORM_SRGB is the formal gathered in the properties, while everyone sticks on the BC7 8bpp (sRGB, DX11+)
oh thats verry easy to explain why, i simply dont have BC1_UNORM_SRGB available as an option and the two BC1's i have are lower quality compared to BC7 but i also using intels plugin instead of nvidias so dunno if its available there
I asked a similar question on a different mod that I wanted to edit, and the author was really friendly with advice.
Depending on what the texture is used for:
>>This post is super useful. https://stepmodifications.org/forum/topic/19037-starfield-texture-formats/
Paint.net is good for being able to select the formats as listed there.
I open in Paint.net, then just copy it and paste into photoshop, edit, then paste back into Paint.net....but then you need to look at the website linked above to get the right format saved. After you do that and save it, it should do it automatically for that file from then on with "SAVE"
If you get the file format wrong, don't panic. Delete your edited DDS, put the one back in from the mod you edit, paste back in from photoshop(or whatever editor), then when you save, it will ask again for a different format.
I think if you do "save as...." it will ask you every time which formats, but I'm not quite sure, I didn't experiment with that as much, I was working on "I did this step and this step and this step right, and here is where it went wrong" to replicate exactly what worked from the ground up. Maybe you can avoid that hassle :P
I was using GIMP, and it worked fine for most Spacesuit textures(and cigarette boxes, iirc), but couldn't open some other mod, which is why I asked. Gimp was easy once I figured out how to merge my pasted layer onto the original. I didn't have to change format or anything aside from making sure generate mipmaps was checked...maybe not an issue with magazines.
Photoshop Tip:
If you're doing layers, save a .pds in photoshop BEFORE YOU MERGE to copy and paste into Paint.net. With the screwed up lighting and luts and reshades and whatever other way the game screws with visuals, it might look fantastic in Paint, but not show up right in the game. It's very nice to have a PDS with layers saved so you can go back in and tweek if you have a crash or restart your computer or whatever else. (Adobe has so many hot-keys and issues it runs into like crashes or full memory....it's good to save every time you hit a given progress point.
Sorry for long ramble of an info-dump on a two week old post. Just stuff I found useful along the past couple days as I'm learning. You probably have all this down already, but I found it so useful on that other mod I thought I'd share the info here to pass it along.
Glow version works fine , manual installed btw as Vortex want to place this in the steam starfield dir and not in the documents, not a problem if you know it.
Agree it would be nice if this mod just put them in both folders. I don't use the game directory mod so it was a little weird figuring out how to make this work. For anyone else reading, if you don't use the force folder mod, you have to manually download the data folder and hand place it to C:\Users\[username]\Documents\My Games\Starfield\Data
I love the style of your magazines, but would it be possible for you to make a version that sticks more to the name of the original magazines? So that they are not all named COTM but have the original name and deal with the theme of the original cover.
51 comments
Also, does the "glow" variant actually glow? like emit a bit of light? This would make it perfect, as I hate having to scower desks every-time I'm in a new place - worried I'lll miss a skill mag.
which version is the glowing borders ?
the >novagalactic fix<, >fixes< the >nova galatic< cover ...
which version is the >glowing< borders ... maybe the >glow version< ?????
ENDORSED !!! :)
I'm preparing one for the advertisement...
But I got a question around DDS files...
What the output format should be ?
I've been using Paint.net, but I'd rather prefer using Photoshop (installed the dds plugin...)
Below are the settings I'm using now, but not sure they're accurate. I've seen a post from Fallout modding area, but not quite clear:
- Texture type: Color
- Compression: BC7 8bpp (sRGB, DX11+)
- Mip Maps: None.
Also when saving, I'm losing the thumbnail on PS saved images in the explorer...
will help with your problem
(also i did an upsi & used fast instead of fine, should have double checked -.- will redo and upload the better quality)
For info, I've digged a bit and there is a tool "texdiag", which is a command line tool.
I've checked a simple BA extracted file and result are as follow :
E:\Starfield Repo\Output\textures\setdressing\advertisements\adtitan_newhomestead_color.dds
width = 1024
height = 1024
depth = 1
mipLevels = 11
arraySize = 1
format = BC1_UNORM_SRGB
dimension = 2D
alpha mode = Unknown
images = 11
pixel size = 682 (KB)
At least the TexDiag exe file helps you understand how Bethesda had produced their files...
Interestingly, BC1_UNORM_SRGB is the formal gathered in the properties, while everyone sticks on the BC7 8bpp (sRGB, DX11+)
I don't get it
but i also using intels plugin instead of nvidias so dunno if its available there
Btw, there's an artist called Artgerm, I think his work deserves some attention
Depending on what the texture is used for:
>>This post is super useful. https://stepmodifications.org/forum/topic/19037-starfield-texture-formats/
Paint.net is good for being able to select the formats as listed there.
I open in Paint.net, then just copy it and paste into photoshop, edit, then paste back into Paint.net....but then you need to look at the website linked above to get the right format saved. After you do that and save it, it should do it automatically for that file from then on with "SAVE"
If you get the file format wrong, don't panic. Delete your edited DDS, put the one back in from the mod you edit, paste back in from photoshop(or whatever editor), then when you save, it will ask again for a different format.
I think if you do "save as...." it will ask you every time which formats, but I'm not quite sure, I didn't experiment with that as much, I was working on "I did this step and this step and this step right, and here is where it went wrong" to replicate exactly what worked from the ground up. Maybe you can avoid that hassle :P
I was using GIMP, and it worked fine for most Spacesuit textures(and cigarette boxes, iirc), but couldn't open some other mod, which is why I asked. Gimp was easy once I figured out how to merge my pasted layer onto the original. I didn't have to change format or anything aside from making sure generate mipmaps was checked...maybe not an issue with magazines.
Photoshop Tip:
If you're doing layers, save a .pds in photoshop BEFORE YOU MERGE to copy and paste into Paint.net. With the screwed up lighting and luts and reshades and whatever other way the game screws with visuals, it might look fantastic in Paint, but not show up right in the game. It's very nice to have a PDS with layers saved so you can go back in and tweek if you have a crash or restart your computer or whatever else. (Adobe has so many hot-keys and issues it runs into like crashes or full memory....it's good to save every time you hit a given progress point.
Sorry for long ramble of an info-dump on a two week old post. Just stuff I found useful along the past couple days as I'm learning. You probably have all this down already, but I found it so useful on that other mod I thought I'd share the info here to pass it along.
Thanks, Tanades!