File information

Last updated

Original upload

Created by

DonKnotts

Uploaded by

DonKnotts

Virus scan

Safe to use

Tags for this mod

21 comments

  1. JimmyTheHobo
    JimmyTheHobo
    • supporter
    • 0 kudos
    This is the best Pip-Boy retexture ever. Thank you! 
  2. rknowj
    rknowj
    • member
    • 6 kudos
    Sadly it doesn't work with the hardcore counter mod but this still looks good!

    Oh btw will you make one for the pimp boy?
  3. 5al4mand3r
    5al4mand3r
    • premium
    • 117 kudos
    Gorgeous, thank you :D

    Regarding the blown out lighting you mention - curious, how old a version of NVR are you using?  Tonemapping in newer versions should solve blown out textures under bright lights.  If you're still having issues I can definitely look into fixes.

    Also, the parallax might work correctly with pr0b's standalone version - same code that's in NVR.  

    Edit: Checked with pr0b, yeah it should work standalone. 

    Conveniently I'm updating my graphics guide right now, perfect timing to replace the old PipBoy retex that was in there :D

    Edit 2 because I am a slob:  Would you be averse to doing a Realtime Reflections version or mind if I released a patch?  Just needs a mask added to the alpha channel of the _m and the Unknown_10 flag added to the mesh.
    1. NukaRex
      NukaRex
      • member
      • 1 kudos
      when salvo update
    2. 5al4mand3r
      5al4mand3r
      • premium
      • 117 kudos
      Soon™
    3. DonKnotts
      DonKnotts
      • premium
      • 106 kudos
      First, thank you for the kind words; I always get a bit flustered and embarrassed when people like something I've put a lot of work into. About the lighting, it's not so much that the light's are getting blown out, but rather that in the brightest conditions, generally outdoors, the compression noise/color artifacting becomes much more visible. I'm probably being unreasonable in my expectations, but I spent a lot of time trying to prevent or eliminate the bits of green and purple that would show when brightly lit. I just wanted to make people were aware before downloading.
      I did some brief testing with realtime reflections, and I'm interested, but I couldn't seem to get it quite right. Should the reflection mask be straight black and white for an on off effect, or is the strength of the effect controlled by the brightness of the mask, i.e black being off and white being fully reflective with a range in between?
    4. 5al4mand3r
      5al4mand3r
      • premium
      • 117 kudos
      No worries, I get bad impostor syndrome when people call me a modder :D

      For the compression artifacting, especially green and purple, that's usually due to texconv or even NTT/Intel tools.  Using Crunch to apply compression should avoid that.  It's a big problem on LOD too since the artifacts are proportionally larger compared to each texture on the atlas, but generating uncompressed LOD and Crunching it completely prevents it.  Nice tool, just takes forever on large amounts of textures.

      I actually ran into that with your Very Long Time roads when I was recompressing/downscaling them myself for personal use - NTT and texconv were completely frying them, but Crunch preserved a ton of details (so I owe you one for putting me onto the search for better compression :D )

      For RTR maps, the RGB on the env map should work mostly as normal - white reveals the RTR cubemap, black obscures it (no reflectivity).  The alpha of the env mask is a roughness map - white is very rough so blurred reflections, black is smooth therefore clear reflections.

      Heaviin's guide (https://www.nexusmods.com/newvegas/mods/86804) has a workflow for creating them from combining diffuse+metallic+roughness maps if you have them for your texture.  Otherwise in my experience you can often just clone your spec/glossmap from the alpha of your normal and with some manual work get good results.  Personally when starting from Substance, I use my own export preset (https://www.nexusmods.com/newvegas/mods/91024) that uses a derived glossmap for both the spec and RTR env masks.

      It's also recommended not to use pure black for the RGB of the env mask if possible - a small amount of the cubemap showing, heavily blurred, over the whole texture sort of fakes IBL.

      Then just set the Unknown_10 flag in the mesh and Klamath Bob's your uncle.

      Sorry for the dissertation :D  Bad habit.  Hope there was something useful in that ramble.
    5. 5al4mand3r
      5al4mand3r
      • premium
      • 117 kudos
      Aight I did a quick and dirty patch for myself - honestly, just inverting your current env mask in the alpha works quite well.  You have higher standard than I do, so you'll probably want to do more work, but it's a solid starting point.
    6. DonKnotts
      DonKnotts
      • premium
      • 106 kudos
      I got back home and was finally able to do some testing again. "The alpha of the env mask is a roughness map" and that's where my screw up was, heh. For whatever goofy reason it hadn't occurred to me that it would be a roughness map, even though it's obvious to me now. I was getting the exact opposite of what I was expecting, because I had my map inverted basically. Derp. But it looks great now, and Xilandro's Bouncy Natural Buttons mod is even more essential imo so you can see the movement of the reflections while the Pip-Boy is up. I was tempted to go overboard and put some chrome on there, but I kept it pretty subtle for the sake of realism, but I can imagine a version of the Pimp-Boy 3Billion putting it to very good use.

      I hadn't heard of Crunch, but I've been using Paint.Net solely for compressing and PS for most editing. Paint.Net has been pretty good, definitely better than NVTT at least. I did some sbs's with P.N and Crunch with the uncompressed tga of some especially grainy, noisy textures of wood and concrete, and Crunch was visibly better by a bit, but I don't know if it was enough to make me switch to command line. :P Though that does remind me that I still need to make 2K versions of everything.
    7. 5al4mand3r
      5al4mand3r
      • premium
      • 117 kudos
      Are you on discord at all?  We have an in-development tool that can do Crunch and downscaling (and mipmap generation) with a GUI, happy to share it with you.

      Also, awesome I'm glad I actually had something useful to share :D
    8. DonKnotts
      DonKnotts
      • premium
      • 106 kudos
      My socialphobia has made me into a vampire and socializing is my sunlight; it scares me and sends me running for the shadows where I usually hide until the coast is clear and I can come out for snacks, so I've pretty much just used Discord when it was necessary. I have literally been threatened with a birthday party by friends before.
    9. 5al4mand3r
      5al4mand3r
      • premium
      • 117 kudos
      Oh my, those scoundrels :D

      But I get you 100%, either way take it easy out there!
  4. xxZombieslayer77
    xxZombieslayer77
    • supporter
    • 2 kudos
    This looks Amazing and lifelike, am wondering if possible for a darker version like a dark grey or black? I use black pipboy variant, all black version because it looks better with 99% of the clothes in the game but it is such an old mod and the rest are too, but im probably gonna drop it for this
  5. Kane1051
    Kane1051
    • member
    • 2 kudos
    Oh, yeah, baby! This is the original, certified, rarefied, testified Pip-Boy 3000! It looks great. Thank you for your fine work.
  6. SIGMAKillionaire
    SIGMAKillionaire
    • premium
    • 2 kudos
    It was about time for a 3000 Pip boy model replacer!

    Thank you very very much.
  7. BozzCollin
    BozzCollin
    • premium
    • 7 kudos
    Best Pip-Boy yet. Thank you.
  8. CausticFox98
    CausticFox98
    • premium
    • 13 kudos
    Love this, looks great! Thank you!
  9. Heiviops
    Heiviops
    • member
    • 0 kudos
  10. Wickedzz
    Wickedzz
    • premium
    • 60 kudos
    This is awesome. Vanilla textures are so awesome but held back by the quality. This might might be the best pip boy retexture I've seen tbh.