Vehicle Textures

GTA San Andreas and GTA Vice City discussion.

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reallybaddev123
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Vehicle Textures

Post by reallybaddev123 »

After optimizing vehicles they spawn with i think is their dirt map instead of normal textures.

any ideas - note it is not done on all vehicles just most
Screenshot 2022-05-26 194958.png
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Oleg
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Re: Vehicle Textures

Post by Oleg »

most likely material settings got messed. The paint material should be configured with configuration script (using "gears" button in materials browser). The export has assigned dirt texture instead of base/color texture into "DETAIL" texture slot. Also, I could be wrong, but dirt texture should be in "MASK" texture slot while on some shaders it is assigned to DETAIL2 texture slot. Since I can't remind which settings on which shaders are correct, I advise using config scripts from "gears" button.
reallybaddev123
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Re: Vehicle Textures

Post by reallybaddev123 »

any chance there is a guide completely honest have no idea what i'm doing
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Oleg
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Re: Vehicle Textures

Post by Oleg »

show screenshots of material properties page(s) of material that your vehicle uses on problematic polygons.
reallybaddev123
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Re: Vehicle Textures

Post by reallybaddev123 »

2 materials

1 - vehicle_generic_smallspecmap (paint3)
Screenshot 2022-05-28 145855.png
Screenshot 2022-05-28 145912.png

2 - black_dark
Screenshot 2022-05-28 145547.png
Screenshot 2022-05-28 145526.png
thanks you for the help
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Oleg
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Re: Vehicle Textures

Post by Oleg »

"vehicle_paint3" vehicle shader adaptation has the following configuration:
DETAIL: primary texture, uses UV#1.
DETAIL2: overlay texture (transparency via texture's alpha), uses UV#2
MASK: standard dirt/mud texture, uses UV#1
SPEC/ENV: standard configuration (specular red = shininess, specular green = reflection), uses UV#1.

This shader does not use BUMP-mapping. It is generally used for overlay and stickers on painted vehicle's body.

your ZModeler material should have DualDiff.Spec.Env shader assigned, so you have the texture slots specified above.

Note, the game shader configuration is hard-coded inside shader, some most of parameters you change in ZModeler will have no effect in game, it will suppress your changes. Most of shader effects are controlled via textures (in some cases texture's individual channel is used for specific effect, like specular's texture red/green can make surface appear as matte rubber, plastic, metal, chrome or even mirror-like effect - solely via texture's data).
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