ets 2 1.42

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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aasguard
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ets 2 1.42

Post by aasguard »

been trying to mod a r chs cover but when i go to put into game it don't show all i get is the cover not showing when i go to the dev mode and look up the errors i get <ERROR> [dx11] Unable to map attribute (v.tex_coord_2) as well as <ERROR> [dx11] Failed to create vertex input layout! i have it sat in detail 2 in the mat side and the vert side is on uv3 this is really frustrating me any help would be nice
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Oleg
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Re: ets 2 1.42

Post by Oleg »

if you've assigned uV#3 on DETAIL2 texture slot already, then it's likely some other material requires the same too.
aasguard
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Re: ets 2 1.42

Post by aasguard »

ahhhh ok thanks boss will have a try again then let you know if it shows up
aasguard
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Re: ets 2 1.42

Post by aasguard »

well boss that didnt work see pichttps://prnt.sc/1zpdh5u
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Oleg
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Re: ets 2 1.42

Post by Oleg »

still got the error in a log?
aasguard
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Re: ets 2 1.42

Post by aasguard »

yes boss same thing
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Oleg
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Re: ets 2 1.42

Post by Oleg »

drop something like "dif.spec.add.env" adaptation on all of materials and try again. this shader should not cause any errors. If you still get an error logged, then the source of this problem is not in the model you are exporting. If no error appears, you can redo the same trick but leave the "problematic" material unchanged (and every other material should have dif.spec.add.env assigned). If you get the error again - then you will be sure the problem is in material you are dealing with. It could still be the case the error is caused by some other material that you don't consider as the source of the problem.

So, once you find the problematic material, attach a screenshot of this material setup/properties.
aasguard
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Re: ets 2 1.42

Post by aasguard »

ok will work on that thanks again boss
aasguard
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Re: ets 2 1.42

Post by aasguard »

well boss that worked this is what is showing now https://prnt.sc/1zpge4v
aasguard
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Re: ets 2 1.42

Post by aasguard »

wnt back to truckpaint and the same errors come back this is the truckpaint .mat

material : "eut2.truckpaint.altuv" {
texture[0] : "/vehicle/truck/daf_2021/accessory/chassis_cover/textures/basic.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/upgrade/paintjob/darkness2021.tobj"
texture_name[1] : "texture_paintjob"
texture[2] : "/material/environment/vehicle_reflection.tobj"
texture_name[2] : "texture_reflection"
diffuse : { 1 , 1 , 1 }
specular : { 1 , 1 , 1 }
shininess : 250
env_factor : { 0.073239 , 0.073239 , 0.073239 }
fresnel : { 0.200000 , 0.900000 }

}
aasguard
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Re: ets 2 1.42

Post by aasguard »

when i re import the cover the vert side reverts back to uv 2 but i export it as uv 3
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Oleg
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Re: ets 2 1.42

Post by Oleg »

well, the truckpaint material does use 3UV, so the error you get is quite likely to be caused by this material.
you should change DETAIL2 texture slot to "Manual UV#3". Then ensure your geometry (that uses this material) has UV#3. Set in properties of an object "Mesh->Vertices->Format" "UV channels" to 3.
Then use "Surface\Mapping\Copy UV" tool to copy UV #2 to UV #3.

When you import this material DETAIL2 should be on "Manual UV#3" if your export was fine.
Also, make sure the exported .mat file has "truckpain.altuv" there (or "truckpaint.tsnmap.altuv"). The "altuv" is UV#3 actually.
aasguard
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Re: ets 2 1.42

Post by aasguard »

thanks boss will try that and let you know if it all goes well
aasguard
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Re: ets 2 1.42

Post by aasguard »

ok ty boss now got it to show but it wont accept a skin and i have put it on the template for my truck https://prnt.sc/1zsnups
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Re: ets 2 1.42

Post by Oleg »

regular templates are applied via UV#2. Alternative skin layout templates are applied via UV#3. You can load default skin template and any custom skin template and put this texture in DETAIL2 texture slot. then you can edit UV mapping manually with Surface\Mapping\Edit UV tool (edit UV#2 or UV#3). So if you want skin template to appear properly on a model, you have to edit layout (mapping) of your object over texture template. And you have to do this for both versions of layout: for default one (uv#2) and for custom layout (uv#3).
aasguard
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Re: ets 2 1.42

Post by aasguard »

the template i use is in uv2 so that would mean i have to redo the template from the deckplate and convert it from uv3 to uv2 so that would or should bring up the skin
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Re: ets 2 1.42

Post by Oleg »

when users selects a skin that uses UV#3, your model will switch to UV#3 too. So, generally, your model requires correct UV mapping for regular textures (UV#2) and alternative skin layout (UV#3). Literally, your model can not stay on UV#2 mapping when user in game picks a template that is UV3-based.
aasguard
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Re: ets 2 1.42

Post by aasguard »

so that would mean re doing the scs truck from uv2 to uv3 what are scs playing at making them uv2
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Re: ets 2 1.42

Post by Oleg »

texture template is configured whether it will use UV#2 or UV#3 in .sii files.

So scs trucks are mapped both to UV#2 AND UV#3. you can load any original model and take a look - they have mapping in UV#2 and a different mapping in UV#3.
aasguard
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Re: ets 2 1.42

Post by aasguard »

in the scs model i looked and the bump map is in uv3 and the skin is in uv2
i might as well scrap the deckplate and scrap the truck
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