[Fallout 4 Shiny Textures

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Abdul Soumphonphakdy

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Jun 9, 2024, 12:23:06 PM6/9/24
to dalbilltala

In the mod I am making about half of the re-textures I am working with are turning up shiny. What is odd is when I first made the new item and tried it in game it was just great. All of a sudden it has gone plastic on me. If anyone can figure this out please help. A shiny veteran ranger helmet sucks big time.

Fallout 4 Shiny Textures


Download ::: https://t.co/jp1aRGmo6j



Here is what I have done so far. I have re-edited my .dds files to remove the alpha channel. I have saved copies in both DXT3 and DXT5 .dds formats. I have refefenced the file in the items edit window in GECK as an alternative texture. I have turned the glossiness in the nif down from 10 to 8, 6, 3 or even 1. Can Someone give me another solution please. The armor I made in the identicle way using the same process with the same programs works fine ... most of the time. Then sometimes it shears and ends up being the texture of a female ghoul of all things. This has happened twice on me. So please help.

Your problem is not within the base dds file. I assume that you already have a normal map for your texture (the one with _n.dds). Open it and go to Alpha channel - if you want your object shiny fill it white; if you want it matte fill it black. Save your files in DXT3 with mipmaps turned on. Open your mesh in Nifskope and asign both textures in NiTriStrips - BBShaderPPLightingProperty - BBShaderTextureSet.

If still doesn`t work, try this: open your nif in Nifskope, open a similar working (vanilla is good) object in a separate Nifskope. Now go to your mesh, expand NiTriStrips and you`ll see NiTriStripsData. Right click on NiTriStripsData -> Block - Copy. Now go to vanilla mesh expand NiTriStrips and on NiTriStripsData - right click -> Block - Paste Over (not Paste). Now you`ll see your model but with vanillas` textures - change textures with your textures in NiTriStrips - BBShaderPPLightingProperty - BBShaderTextureSet.

There is one more thing you should know: if your object doesn`t have any lights on it (a _g.dds file), be sure to check that Emissive Color in NiTriStrips - NiMaterialProperty is set to black. If the Emissive Color is white, be sure that you have a _g.dds file asigned to your mesh in BBShaderTextureSet (if the _g.dds file is black it will not emit any color).

here is what I have done since. I pulled the original nif from the game and applied ONLY my base texture. Same results, although I can see the details better under the high gloss shine. Then when in game ... the texture glitch monster attacked both this helmet nif and the armor that had been doing just fine. I went back and checked in GECK what may have been happening and in GECK both models now show as camouflaged instead of my textures. AHHHHHHH!!!!!!! Nothing changed with the armor model or textures. .... BETHESDA< WHAT HAVE YOU DONE???? I never ... never had problems like this with Morrowind (I know different engine), Oblivion, or Fallout 3. I've done a gazillion re-textures. Have I gone senile in between these games?? .... Nah to many others having the same problems.

Please check that when you are saving your dds files, you have mipmaps turned on. In GECK, missing mipmaps cause some other random texture to be displayed. In game, missing mipmaps only appear to cause a slight worsening of frame rate.

No reply from Kaya47 yet, but now things are worse .... the textures should be darkened, smoothed and contrasted versions of vanilla veteran ranger armor. The beret is a re-textured red beret with a navy seals emblem. The beret is now shiney and look at the armor. Who knows what texture They are... And the helmet a glowing red mass of who knows what.

Those specular maps are actually smooth maps, an hence are different, if we treat them as specular it's going to break. Material Swaps are used for all this an the specular I suspect is set in that, giving a default specular on textures, rather than actual specular maps, because it's a smooth map, an personally I got no F'ing idea what that is yet, also with the assets you got you could just edit teh materials in the .BGSM located in the materials .ba2 or whatever, an edited with material editor on the site, I'd link it but lack the time currently

enviroment mask ? it's used for stuff where part of it is shiny an part of it not, a full black one is no shine, bump that up thru the grey scale to white an it's full shine, so maybe black to dark grey is what you need

For the _S/smooth map you have to edit the RGB channels separately, Red is Specular (black no reflection, white max reflection), Green is Gloss (black matte, white chrome) and Blue seems to be unused on the textures I've tested with even though it has stuff in it.

Hey guys, I just finished installing New Vegas using Qolore7's guide: -project.com/User:Qolore7/Viva_New_Vegas
All I changed from the guide was replace SafeAutosave with CASM, installing Aptoms Legion Retextured instead of Legion Will Ryse and adding Less Empty Primm - A Primm Town Overhaul. None of these changes should affect my current problem.

When I explored Goodsprings I discovered that the dirt surrounding the empty grave was shiny:

I can't tell you exactly which mod is causing this issue because even though I looked at your mod list, I didn't see any mod that replaces those textures with that kind of normal map. The reason those textures are so shiny is that whoever made the normal map for them, didn't properly add the specular to the alpha channel, so the game automatically defaults to 100% specular shine which causes it to look very glossy. Not only that but the normal map looks out of place for that texture. What I'm thinking happened is that the normal map got overwritten for that texture but the diffuse did not. What I would do to figure out what mod is causing this is simply to uncheck graphical mods in MO a set at a time to figure out what problematic texture.

Thanks for the response! I deactivated one mod at a time like you said and figured out that Mojave Sandy Desert was the culprit, I looked in the comments to see if there was a fix and the mod author said it was already included in the main file, but I downloaded the old hotfix and merged it with the main file. That fixed the shiny sand part of the issue.

I haven't been able to find a thread on this exact issue, but in the past two days I've actually found 2 other Mac-users who have experienced the same issue, one of whom was the actual Apple representative that I spoke with today over the phone. So I figured I'd post the details here to see if there's anyone else who's experienced it. According to what the Apple rep told me while viewing the issue in my game and his, it's most likely a problem on EA's end that occurred with one of the latest patches. According to the reps I've spoken with over the past week, it's not an issue with my hardware or my computer's capabilities. That said, here are my mac specs:

The visual effect itself is hard for me to describe, but it seems to occur on any object in-game that has even a slightly reflective surface texture. Weirdly enough though, I haven't noticed the effect on mirrors. But glass tables, metal appliances, shiny stone steps, windows, shiny wallpapers or wooden floors - from what I can tell which exact objects the effect appears on varies. And for me, the effect first appeared on 3 CC television screens and a CC refrigerator, and nothing else. No other CC, no EA items (that I looked at). More recently, the effect suddenly appeared on EVERYTHING that had a slightly reflective or shiny surface, as described above. The effect can vary in its pattern, but for me it's most often a pattern of dots, as you'll see in my pictures below. However, on some objects, it appears as densely packed lines (this is how it appeared on the one CC refrigerator when I first noticed the glitch). Apparently, both of these effects are forms of artifacting, according to the Apple rep who looked at the effect in my game. Out of curiosity he checked his own game on his 2019 iMac desktop, and he gets the same exact effect on TV screens in his game. The one other person I spoke to who has seen this effect in their game on wallpapers. The visual effect shifts as you move your camera around, zoom in and out, etc.

Yeah - I'd been talking with a few different Apple support reps over the last week about the issue, and this last one that I got connected with happened to be a pretty avid gamer. I showed him the graphics issue in a screenshot and he recognized that it was TS4 and asked me to pull it up in the game. When he saw the effect in game he had his roommate load up his game on his Mac (2019 iMac, I believe he said it was the "same as mine" but 2019 so I guess a 21.5 inch?, not positive) - and sure enough the effect was visible on television screens for him. It wasn't covering all/any reflective/shiny surfaces as it was in my own game, however. Instead, it was only on TV screens, like it was when the issue first appeared in my game. Anyways, I was thrilled in general that I happened to be connected with someone who not only knew computers well, but knew Macs well, and knew gaming well, and knew The Sims games well... I really didn't want to let him get away because I knew his knowledge would be super helpful/revealing for this issue. My only hope now is that perhaps he's an EA guru or something and maybe he'll stumble across this post.

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