Interesting, now that I'm on my new harddrive I cant get the Modding Tool to open anymore.
HDD shouldn't make a difference, just for sanity sake, I moved the tool onto a SSD and tried, worked fine here.
I see, what threw me off about the T map and the reason i came to the conclusion that i did , was because whenever i try to test it , it either gave me a multi color texture, or if i reload nothing changed but if i were to edit an armor that had a schematic and then when i went to craft it, it didn't show any of the colors of the materials like nug skin or druffalo or any kind of metal leather or cloth that i had in my inventory, so that's when i assumed it doesn't "determine the material" but the color of the armor itself
it also threw me off that some armors like for NPC's for example Cullen his cloth is a blue channel (witch by what u said blue is metallic?) but then i go into the inq var 2 armor where it doesn't even have a blue channel/color where it should be for metal like for example where the inquisitor pins that close the shirt are sort of metalish but instead of blue they are green....
Spoiler
Yeah I see what you mean, thats why I agree with tmp that the different channels are masks for different materials, and the alpha may have multiple purposes depending on the material used in the other channels, ie. If it is a metallic material, then the alpha for those portions controls the roughness. But would have a different use for cloth, etc. How these different materials are defined for each channel, is still under speculation, but I suspect the answer lies with the shader, which is why I am trying to get to the bottom of how the shaders are referenced.
EDIT: Not sure what it means tho, my tests were done on the inq var2 outfit. And I changed the vest from red to blue to get the crazy reflective look. So blue may still be metallic in this case, and maybe green is a different type of metallic, or different type of reflective material.







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