I can add an option that will output the full DX10-style DDS header that can properly represent the source data, but you probably won't be able to open the output files in anything. This makes color show up as garbage and alpha show up as I think the y component of the normal. BC5 wasn't supported in any of the tools I checked, so I picked the closest alternative. Z is mathematically reconstructed based on the fact that it's a normalized vector in the pixel shader. Rebecca Clare Smith Posts: 3508 Joined: Fri 4:13 pmįor normals, the problem is that they're stored in a more efficient format: BC5, which uses two DXT5-style alpha blocks to store the x and y coordinates of the normal map. My question is, is this something that just needs to be altered in extractor program and will be updated as you all continue working on it, or is this something that modders will need to fix ourselves once we have extracted the files from the archive (for example, by manually editing the file headers)? Cheers They all open just fine, but they have high amounts of pixelation and artifacting, and the typical color palette used in normals is not quite right (the colors more cloesly resemble a model space normal), which im sure you know. All of the extracted normals are "visually corrupt" for lack of better description. but i dont exactly know what this means in terms of how to "fix" it. So it is clear that something is not quite right with the normals. Color textures are accurate, but DXGI_FORMAT_BC5_UNORM (normal maps) and DXGI_FORMAT_BC7_UNORM are definitely wrong." "Please note that the values in the DDS header are not present in the original texture archive, and were chosen for compatibility rather than accuracy. We've got a long way to go, but we are off to a good start. It is a command line tool that will extract the contents of a given ba2 to a specified folder.Īnd here is a screenshot of F4SE running for the first time: (Thursday Nov 12 midnight). You may need to delete My Documents\My Games\Fallout 4\ControlMap_Custom.txt or pick "defaults" from the in-game keybinds menu.Īs a first taste we do have a BA2 Extractor to unpack the new BA2 package format of Fallout 4. Also, previously customized keys overwrite settings in the control map. Changes to the control map will be functional, but might not show up in the UI. log spam is written to My Documents\My Games\Fallout4\F4SE\When testing the control map, note that many of the control labels in the UI are hard-coded. running GetF4SEVersion from the console will print the current version as well currently-installed version of F4SE is shown in the Settings menu next to the game version The final column specifies which input layer the bind is associated with - you will probably not want to change that. The next three columns control whether or not a control should be written to the user's config file. The third column is for mice, the fourth for controllers. Use google to find a table of scan codes. The second column is the keyboard scan code that should activate the bind in hex, or 0xFF if unbound. The first column is the name of the internal keybind. The format is the same as Skyrim, it's a space-separated file. simple hooks for papyrus, scaleform, and the classic script system, but nothing useful for modders yetĬopy CustomControlMap.txt to Data\F4SE\CustomControlMap.txt.Įdit that file to set your bindings. This is being released primarily to test against a wider audience and hopefully help some people out at the same time. This is an incredibly early release, so please keep in mind that there is only extremely limited functionality provided by this version of F4SE, that we can't offer technical support for it, and that literally anything about it can change in the future. We'll keep everyone informed as to our progress. Now that Fallout 4 is released in the US we have started our work. We can't wait to help produce tools for the best mods for Fallout 4. We have produced the, ,, and originally the. The xSE team has returned to try our hand at the next great Bethesda game. It will do so without modifying the executable files on disk, so there will be no permanent side effects. The Fallout 4 Script Extender, or F4SE for short, will be a modder's resource that expands the scripting capabilities of Falout 4.
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