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Fallout 4 - The Ultimate Fax Machine

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#1 Gernash

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Posted 19 August 2016 - 11:19 PM

So I was having a play with textures(actually making them) and I noticed (the whole reason for doing this) is that doesent matter what resolution you use inc. uncompressed format it always seems to be 75dpi......

 

Is there a way to change this or is the game only capable of 75dpi with textures?


Edited by Gernash, 21 August 2016 - 03:42 AM.

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#2 Audley

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Posted 21 August 2016 - 10:40 AM

I honestly wouldn't be surprised. As far as I am concerned the engine they are using is absolutely ancient. It only "kinda" supports (not really) PBR despite what Todd Howard says. I have not messed around with the game to say for sure about the DPI thing.


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#3 TechAngel85

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Posted 21 August 2016 - 01:11 PM

DPI is usually just a print (physical copy) thing, isn't it?

#4 Gernash

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Posted 21 August 2016 - 05:26 PM

The textures are 512to4k in size but 72 dpi so you can get a low rez pic and just paste it on pic ant it looks ok see the pic below in game it looks normal.....

 

this is from the mod After the fallout.

 

 

It just hilights The 72dpi thing and shows how "forgiving it is"

 

But if you want to make things look pretty, then it's a pain in the ass.

 

You seen to have to use the pricnciple of, the car looks great when it's wet in the dark and if you squint at it......

 

 

BUT this seems to be the norm and unless you "zoom" in on anything then you don't really notice the blury

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Edited by Gernash, 21 August 2016 - 05:32 PM.

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#5 Gernash

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Posted 21 August 2016 - 05:52 PM

And yea 72dpi is print thing I have a 24in monitor 1920x1200 it's capable of 94ppi(dpi) https://www.sven.de/dpi/ so if you look at a wall and run up to it as long as the edges of the wall are at the edge of the screen it should look normal any closer you will see the pixles further away looks awesome. (say 2k texture)

 

BUT if you use a 4k texture it dosen't give you more data (resolution dpi whatever) it's still 72dpi you cant get closer and "see" a better image if you have a 4k monitor then you can see the same wall with the pic to the edge as lower rez people that is all....

 

A normal "picture" might have 1024 DPI that means you can ZOOM in till you reach your dpi barrior then you see the pixles.

 

My issue is with Normal maps from low res images creating alot of noise and making jaggies I'm have dubed them "Jellybeans" making the texture look unnatural (I've gotten over the 72dpi thing as I it's how the universe works apparently)


Edited by Gernash, 21 August 2016 - 05:54 PM.

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#6 Gernash

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Posted 21 August 2016 - 11:29 PM

So I'm dumb

Left to right 512-->2k-->256-->2k

 

It was my Nvidia control panel screwing with me

 

(OH the footpath/gutter texture is what I've been playing with to test everything it's a public domain image)

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Edited by Gernash, 21 August 2016 - 11:46 PM.

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#7 Gernash

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Posted 22 August 2016 - 02:39 AM

Now for some more ranting

 

The 1st pic is off http://www.nexusmods...t4/mods/17461/?

 

I was excited about gravel.......(yes sad)

 

Now the right pic is off my game after I redone the occlusion, normals and spec.......

 

Sooo after 20+hrs of bashing my head against the jellybean wall should I make a patch for all the in game textures Or just delete the game and end my madness?

 

 

(Ohh that's 2k again BTW)

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Edited by Gernash, 22 August 2016 - 02:46 AM.

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#8 Gernash

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Posted 22 August 2016 - 08:09 PM

so ROAD and GRAVEL and Potholes (partical)

 

I never relalised How much "Dirt" textures cover the whole common wealth........

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Edited by Gernash, 22 August 2016 - 08:12 PM.

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#9 SparrowPrince

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Posted 22 August 2016 - 09:47 PM

Was going to suggest you check your control panel because it was likely a filtering issue or something I'm guessing? Glad you sorted it anyway.

Are you asking if you should create a texture pack or ditch it? I'm a bit tired ao excuse me. You are making your own textures right?
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#10 Gernash

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Posted 23 August 2016 - 12:27 AM

Yea, I was going to have a play. I started in Sanctuary with the road (as I thought it would be easy...Post #6) then I couldn't work out why Bump maps made things awful and the textures were so 640x480 looking. (I'll put stuff up in the wiki soon about base Nvidia settings, just distracted with textures atm)

 

Because of it a know a lot more about bump maps but still hazy on the Specular, But as it turns out I did not know that FO4 runs 3 textures over most of the world.

 

Base texture, your texture and an overlay or dirt effect (and Fourthly the water effect, the fricken thing sits on your texture and steals your bump for your effect, rendering the overall bump basically transparent to your texture unless your looking into the sun/light source AAARGRGRGRGRGG).....

 

While doing roads I was able to make them snazzy but then I was playing with the gravel (in the two pics above) I could not get the bump to do anything "Visible" In the upper "dark gravel" is just the specular played with, the lower one the specular is set more neutral so when your facing the sun the "glint/shine" works.

 

Roads seem to be excluded from this "issue" like some textures have extra maps like height maps _h.dds if you play with that texture you can have fun with height+Bump but only with the 3-4 textures that have been allowed to do it. (i.e. cobble stones) also some _d.dds textures have an alpha channel not for masking like 98% of them but a proper occlusion map.....it's all so randumb.

 

Sorry been smashing this for 30hrs or more, just rambling about stuff now.....


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#11 SparrowPrince

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Posted 23 August 2016 - 01:16 AM

You could use try Bitmap2Material to make things easier. Try lying that you are a student maybe here: https://www.allegori...om/buy/download to see if you can get a years licence. Not sure how easy that is, but I have done that with other software easily. I have their painter which I got on sale, and I even swapped out my original purchase of the designer as it wasn't working out for me. Have yet to really uss the painter, but that is for 3D stuff anyway. Should have tried to get a student licence in all honesty.

Tell me how it goes if you try.
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#12 Gernash

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Posted 23 August 2016 - 01:31 AM

I've been using CrazyBump then https://github.com/k...meBump/releases More settings.


Edited by Gernash, 23 August 2016 - 01:31 AM.

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#13 SparrowPrince

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Posted 23 August 2016 - 01:44 AM

Oh cool, I have never used that, but that sure has changed since I last saw it a few years ago. Pretty cool of the developer to make it free as well. Mind you, as Audley said, the PBR in this game sucks donkey ass. You can do something in a program and it looks great, but chucking it in the game will just not work out of the box. I actually needed to invert one of maps for some reason. Pretty evident they just chucked this in at the last minute.

Good luck with your textures though, don't wear yourself out.
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#14 Gernash

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Posted 23 August 2016 - 01:50 AM

The "inversion" issue is due to wetness effect that "steals" your Bump map, if your talking lanscape the mod vivid landscape has altered most of the items that are either not effected or minamaly affected by the FO4 wetness (Why is the place sooo wet all the time)

 

By landscape I mean the stuff you walk on.

 

Inversion can also be the red channel only it changes with each texture like nobody talked to each other in the studio and it was all a big secret or something and they all did it diferently...... zzzzz


Edited by Gernash, 23 August 2016 - 01:51 AM.

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#15 Gernash

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Posted 23 August 2016 - 11:01 AM

Yeay Gravel!!!

Kinda have an idea now. Just how to work out how to deal with stretched imaged when Bumped...

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Edited by Gernash, 23 August 2016 - 11:03 AM.

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