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XunAmarox

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BC7 via the Intel plugin for Photoshop works in-game with no discernible loss of quality and ~20MB size. Uncompressed via Intel works too and displays in Nifskope & OutfitStudio (but looks blue in OutfitStudio) but it's 85MB.

 

Here's my BC7 settings that work in-game:

9RfDxoj.png

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BC7 via the Intel plugin for Photoshop works in-game with no discernible loss of quality and ~20MB size. Uncompressed via Intel works too and displays in Nifskope & OutfitStudio (but looks blue in OutfitStudio) but it's 85MB.

 

Here's my BC7 settings that work in-game:

 

 

9RfDxoj.png

 

 

 

Neither NifSkope nor BodySlide support the BCn textures yet and it's currently pretty hard to implement them as far as I'm concerned. It's only just became an industry standard.

 

There are three choices for body diffuse (!) textures: DXT1, BC7 or uncompressed. DXT1 looks pretty good already if you export it from 16 bit, and BC7 will be just as fine (I don't know about the size differences), but the programs can't read it yet.

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Guest Mogie56

only hiccup I've seen is the 1st person hand texture is a tad wonky and slight butt clipping on some things (nothing that wasn't already known) but the "Body" is --->GIANT SMILE HERE<---. slidders work like a charm.

I have a feeling this thread just became the most popular on LoversLab LMAO 61 is the highest number of members I've ever seen in one thread at one time :)

now all we need is a working plugin for 3dsmax, then I can get started converting LOL

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Great work!

I always used bodyslide for skyrim so i.m pretty excited to see it coming to fo4 :)

 

Questions: can we use the 3rdPV's hands meshes for 1rstPV? And, i see there's a little debate about dxt1 etc.. i usually save in dxt5..should i use a different one?  and i cant seem to save correctly normal naps for fo4., what format does it now beed to be saved?

Thanks!

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Since this is a test release, we'd like to ask that you do not redistribute these files... it's not polished enough for the full public :)

Question: Can we upload texture replacers for CBBE, or should we wait until you release CBBE on Nexus?

 

I have my CBBE Innies ported over from Skyrim and have their page set up ready for release, but I'll wait for an answer before I publish. Since it's just a texture replacer I think it's in the green but I want to make sure.

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Since this is a test release, we'd like to ask that you do not redistribute these files... it's not polished enough for the full public :)

Question: Can we upload texture replacers for CBBE, or should we wait until you release CBBE on Nexus?

 

I have my CBBE Innies ported over from Skyrim and have their page set up ready for release, but I'll wait for an answer before I publish. Since it's just a texture replacer I think it's in the green but I want to make sure.

 

You can work on things, show them and maybe even share the files in this thread, but we'd like you to not make any mod pages on the Nexus or LL yet (basically act like CBBE doesn't exist) until we have CBBE released on the Nexus ourselves.

 

This is so we can fix the most important problems, get everything up to shape before most people even know about its existence for FO4 and for future compatibility problems, in case we still tweak the UV or something a bit (probably not, but still).

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BC7 via the Intel plugin for Photoshop works in-game with no discernible loss of quality and ~20MB size. Uncompressed via Intel works too and displays in Nifskope & OutfitStudio (but looks blue in OutfitStudio) but it's 85MB.

 

Here's my BC7 settings that work in-game:

9RfDxoj.png

 

Nice!  I haven't tried the intel plugin yet.  I'll definitely have to do that. My attempts previously with BC7 in the game were unsuccessful, but the converter I was using probably didn't do a good job.

 

BC7 is a space age format that is super keen!  But will be a while before OS supports it, the documentation on the format is esoteric at best.   

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Thanks again everyone.   :)

 

Want to mention that while I think I'm seeing all questions being answered, if you're having a problem or have a question that's not being answered, feel free to PM me here or on nexus and I'll try to answer it.  Tough to keep track of a busy thread while trying to work on the mod :)

 

On UVs:  it's actually less work to convert all the outfits (to a basic non-slider state) than to repaint a decent set of body textures. :)  OS does a pretty good job and only takes a few minutes per outfit.  The base body shape is slightly thinner and curvier than the vanilla one but the outfits naturally fit fairly well even without conforming. :)   

 

On texture:  the only viable format I found for body textures is DXT1.  Photoshop will export a BGR 8.8.8 with the texture tool plugin from nvidia but that file ends up nearly 100mb.  The trick with DXT1 is to make sure your source texture is 16 bit per color channel in photoshop.  There's still some artifacting after saving but it's MUCH better.  This same thing also reduces artifacts for other formats as well, though the color textures is the worst offender in fallout.

 

What did you think of my suggestion (page 19) surely it would be an easy way to achieve any look on the breasts.

Well there is the gravity issue as well though idk how you can fix that one.

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Hm.  Poor girl is punching out deathclaws with zero muscle definition.  Want to fix that, but Gimp just isn't cutting it with editing the normal map here, sadly.  Any suggestions that don't involve shelling out for photoshop? 

 

Also down the line, is there any way to have the player (or companion npc's) with a unique model so they can roam about a touch exaggerated without the rest of the wasteland being inhabited by countless porn stars?

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Thanks again everyone.   :)

 

Want to mention that while I think I'm seeing all questions being answered, if you're having a problem or have a question that's not being answered, feel free to PM me here or on nexus and I'll try to answer it.  Tough to keep track of a busy thread while trying to work on the mod :)

 

On UVs:  it's actually less work to convert all the outfits (to a basic non-slider state) than to repaint a decent set of body textures. :)  OS does a pretty good job and only takes a few minutes per outfit.  The base body shape is slightly thinner and curvier than the vanilla one but the outfits naturally fit fairly well even without conforming. :)   

 

On texture:  the only viable format I found for body textures is DXT1.  Photoshop will export a BGR 8.8.8 with the texture tool plugin from nvidia but that file ends up nearly 100mb.  The trick with DXT1 is to make sure your source texture is 16 bit per color channel in photoshop.  There's still some artifacting after saving but it's MUCH better.  This same thing also reduces artifacts for other formats as well, though the color textures is the worst offender in fallout.

 

What did you think of my suggestion (page 19) surely it would be an easy way to achieve any look on the breasts.

Well there is the gravity issue as well though idk how you can fix that one.

 

 

Sorry I meant to reply sooner:)  I'm making a few new sliders that will make an appearance in an update to come.  A sternum height slider is possible (would raise/lower the inner side of the breasts).  I've already made a waist height slider which works well, and a new butt shape that nobody asked for but I think looks a bit better.  I'm also thinking of a new chest size slider, maybe two (width/depth).   The challenge for all of these is to make them actually work well enough with other sliders that you're not locked into just that one shape when using it.

The SSH slider was combined with SH to reduce the number of "just plain huge" sliders. I'd rather get a more general breast shape improvement in place ... the goal is to provide the shape without the need to drastically increase the size.  :)  So, I'm working on making that currently...  getting the right shape is currently eluding me, but hopefully I'll get it, and you'll like it.  

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Thanks again everyone.   :)

 

Want to mention that while I think I'm seeing all questions being answered, if you're having a problem or have a question that's not being answered, feel free to PM me here or on nexus and I'll try to answer it.  Tough to keep track of a busy thread while trying to work on the mod :)

 

On UVs:  it's actually less work to convert all the outfits (to a basic non-slider state) than to repaint a decent set of body textures. :)  OS does a pretty good job and only takes a few minutes per outfit.  The base body shape is slightly thinner and curvier than the vanilla one but the outfits naturally fit fairly well even without conforming. :)   

 

On texture:  the only viable format I found for body textures is DXT1.  Photoshop will export a BGR 8.8.8 with the texture tool plugin from nvidia but that file ends up nearly 100mb.  The trick with DXT1 is to make sure your source texture is 16 bit per color channel in photoshop.  There's still some artifacting after saving but it's MUCH better.  This same thing also reduces artifacts for other formats as well, though the color textures is the worst offender in fallout.

 

What did you think of my suggestion (page 19) surely it would be an easy way to achieve any look on the breasts.

Well there is the gravity issue as well though idk how you can fix that one.

 

 

Sorry I meant to reply sooner:)  I'm making a few new sliders that will make an appearance in an update to come.  A sternum height slider is possible (would raise/lower the inner side of the breasts).  I've already made a waist height slider which works well, and a new butt shape that nobody asked for but I think looks a bit better.  I'm also thinking of a new chest size slider, maybe two (width/depth).   The challenge for all of these is to make them actually work well enough with other sliders that you're not locked into just that one shape when using it.

The SSH slider was combined with SH to reduce the number of "just plain huge" sliders. I'd rather get a more general breast shape improvement in place ... the goal is to provide the shape without the need to drastically increase the size.   :)  So, I'm working on making that currently...  getting the right shape is currently eluding me, but hopefully I'll get it, and you'll like it.  

 

 

I would be lying if I said I did not like your work.

What really astounds me is your ability to be so humble and communicative after 20+ pages of "how about this?" or "how about that?"

 

Really the mod is awesome and all but your positive personality is what really blows me away.

/slow clap and bravo.

 

Anyway I hope for the best and look forward to more of your updates.

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Hm.  Poor girl is punching out deathclaws with zero muscle definition.  Want to fix that, but Gimp just isn't cutting it with editing the normal map here, sadly.  Any suggestions that don't involve shelling out for photoshop?

 

For me, newest Gimp with newest dds-plugin is working flawlessly. You just need to select BC5 for normal and specular map when exporting.

 

Also down the line, is there any way to have the player (or companion npc's) with a unique model so they can roam about a touch exaggerated without the rest of the wasteland being inhabited by countless porn stars?

Yes, there is. The NPC record has a field (WNAM, or Worn Armor) which defines what body the specific NPC uses. Just have a look at how raiders are defined.

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