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In-progress: Fallout 4 Export Target

Has anyone created an export target for Fallout 4 yet?  A few of the defaults seem *close* but nothing is quite on the money. Any help or suggetions would be appreciated. :)

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  • Sythen
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    Sythen polycounter lvl 10
    Hey Volfin,

    I was unaware that Fallout 4 had a mod tool/SDK - can you fill me in on how you're importing your art? :smile: 


    Thanks,
    Scott.
  • volfin
    Yes, there's no official mod kit yet. But that hasn't stopped determined people from modding anyway. :)

    I learned from this specific tutorial: http://www.nexusmods.com/fallout4/mods/7957/?

    Basically you can create your meshes in 3dsMax, and export with the experimental Netimmerse plugin, and then with some Nifskope trickery get the model to work ingame.

    I've looked harder at the texturing system Fallout 4 is using since I posted here, and I'm realizing now it's not necessarily a 'pure' PBR system; They do some cubemap trickery with some materials to get the lighting right (specifically between Brass, Copper, wood/plastic, and everything else)  So I'm not sure Ddo could ever be 100% compatible.  

    They save their textures in DX10 format, so Diffuse/Albedo is saved as BC7, and Normal, 'specular' are saved as BC5. (So for photoshop, should use the beta DDS plugin that supports that. https://software.intel.com/en-us/articles/intel-texture-compression-plugin-for-photoshop )
    Their system is very close to a Metalness system, with all color in Diffuse, and a regular normal map, and then a "specular" texture that has a type of gloss in the Red channel, and a type of Metalness in the Green channel (blue is unused).  But the response doesn't seem to be linear, maybe more logarithmic. Figured i'd see if anyone else had experimented, but I guess i'm the only one so far. :wink: 
  • volfin
  • Daimond
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    Daimond null

    I did create and export for Fallout 4. I will have to look and see if I no longer exporting other things not required as was running other tests. But it  does export and combined the spec and gloss in the right spots, but you will have to run it through the intel compressor listed above to compress to DX10 after export. It does not deal with metals export, and never messed with that so did not setup for proper export. If people list how it should be I will try and make an export for it as separate.


    PS will upload by tomorrow, just running out the door for the night.

  • volfin
    Thanks, that would be helpful. :)
  • Daimond
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    Daimond null

    Sorry had CPU malfunction, and with the new some of the new and upcoming CPU's not allowing anything but windows 10 to run on them. You really have to watch what you buy :(

    Up and running now, and here is the link to the file. https://drive.google.com/file/d/0Bwk6HQs-gDEeZXJZNVFMdHhvdFk/view?usp=sharing

    Unzip it to C:\Program Files\Quixel SUITE 2.0\script\presets\Workflow

    What it will do is, create an Albedo, Gloss, Specular, and a normal map. When you Export it will save FileName_d, FileName_n, FileName_s. It also flips the Y in the normal, and the gloss and spec are combined, and blue is blacked out. Just open them up, and save them out of Photoshop with that Intel plugin.


    PS have not tested with current update. (not installed it yet)

  • volfin
    Thanks, i'll give it a try. :)
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