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Out of curiosity, is there texture generating program (Preferably free) that you guys swear by?
I've been doing this thing manually forever and I'd like to find some tools to speed it up a bit.
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What you're working on dictates what you need to a large degree. Stuff like sabers that make heavy use of envmaps don't really need anything fancy because the texture is going to be mostly drowned out by the envmap anyway.
Here's an example of one of my sabers using procedural materials. Mostly just simple metal materials with a bit of edge wear and dirt. Here is the source, rendered in PBR:
And then here's that same model and texture set in Odyssey:
One of the primary things you'll want is a good ambient occlusion (AO) bake. PBR textures don't have any lighting baked in, since they rely on the engine to provide correct lighting. So the albedo you'll get will be completely flat:
That's where the AO comes in:
You take the AO and overlay it as a multiply layer, giving you a resultant diffuse with a bit more depth:
The lack of a spec map is where Odyssey really falls down here, since envmaps are a poor substitute.
Some programs may also have the provision to create baked lighting for Blinn-Phong textures. Substance Painter can do this, for example.
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There's nothing so strangely ironic about having to download your own mods after having lost the originals over time and computer changes..
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Feels strange, especially if you had notes for improvements, other ideas, or version update and those were not (for good reason) uploaded. On the other hand, it is a reminder of just how neat of a site deadlystream is to remember all our mods we've made throughout the years. Cheers to the Staff and Tyvokka for keeping us alive!
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I've honestly never had a site force me to leave so quickly.
Nexus TOS: https://users.nexusmods.com/tos#RightsYouAre
Yeah, originally I thought this was going to blow over, but I can't keep using a site that forces me to sign those kind of terms.
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They can prevent you deleting the page, but they can't stop you swapping out the mod files for a dummy archive with nothing in it. Supposedly it's about preventing people from screwing up their mod manager/installer API when using compilation mod lists, but doing that would be "sticking it to the man" I guess. Although I suspect that functionality is really only relevant for Elder Scrolls and Fallout mods.
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@jc2 Here's what you should do...
* Find the mod you want to do a dummy archive with, and count how many files is in said mod and be sure to remember the exact names.
* Then go to another folder, create a bunch of TXT files and rename them to the exact names of your mod files. If my theory is correct, these "mod files" would just break the game as their just renamed TXT files.
*Delete the tslpatcher.exe with a "tslpatcher.mp3".
What is "tslpatcher.mp3" you might ask?Well...
SpoilerThis way we can "stick it to the man" and "do a little trolling" at the same time. Of course, this is a monster dick move... but since it's Nexus should we really care though?
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