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
Vehicle Textures
Moderator: Oleg
Re: Vehicle Textures
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.
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- Posts: 6
- Joined: Sun Apr 10, 2022 1:59 am
Re: Vehicle Textures
any chance there is a guide completely honest have no idea what i'm doing
Re: Vehicle Textures
show screenshots of material properties page(s) of material that your vehicle uses on problematic polygons.
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- Posts: 6
- Joined: Sun Apr 10, 2022 1:59 am
Re: Vehicle Textures
2 materials
1 - vehicle_generic_smallspecmap (paint3)
2 - black_dark thanks you for the help
1 - vehicle_generic_smallspecmap (paint3)
2 - black_dark thanks you for the help
Re: Vehicle Textures
"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).
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).