Truckpaint - Mats - Z-Mod change this

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

Moderator: Oleg

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Harald-RS
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Truckpaint - Mats - Z-Mod change this

Post by Harald-RS »

Hi Oleg,

why doesn't Z-Mod 3 make the truckpaint mat as it read from SCS when exporting?

before export:

Code: Select all

material : "eut2.truckpaint.rfx" {
	texture[0] : "/vehicle/truck/scania_2016/plain_grey.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	add_ambient : 0
	diffuse : { 1 , 1 , 1 }
	fresnel : { 0.2 , 0.9 }
	shininess : 250
	specular : { 1.5 , 1.5 , 1.5 }
}
after export:

Code: Select all

material : "eut2.truckpaint.altuv" {
	texture[0] : "/vehicle/truck/scania_2016/plain_grey.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/vehicle/truck/upgrade/paintjob/empty.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 }

}
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Re: Truckpaint - Mats - Z-Mod change this

Post by Oleg »

if you delete texture "empty.dds" on DETAIL2 texture slot, will exported .mat file become correct?

ZModeler adds "empty.dds" texture automatically when truckpaint material has no "texture_paintjob" texture slot defined there. I'm not sure which scenario is a correct one. I suppose "truckpaint" shader requires texture_paintjob slot, that is why the game natively used "empty.dds" texture assignment there, just because shader code required this texture slot to have texture.

Is the .mat file in your post an original game material? I mean, the scenario of truckpaint without "texture_paintjob" - is it a native game material file?
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Harald-RS
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Re: Truckpaint - Mats - Z-Mod change this

Post by Harald-RS »

Hi Oleg,

the first mat ist Original SCS Mat from the Base 1.42 / 1.43
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Re: Truckpaint - Mats - Z-Mod change this

Post by Oleg »

ok. so, deleting |empty.dds| on DETAIL2 will produce correct .mat?
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Re: Truckpaint - Mats - Z-Mod change this

Post by Dotec »

no.
attribute "texture[1] : "/vehicle/truck/upgrade/paintjob/empty.tobj"
texture_name[1] : "texture_paintjob"" is only used for eut2.truckpaint.airbrush shader. It isn't needed anymore.

env_factor is obsolete now.
add_ambient should be added.
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Re: Truckpaint - Mats - Z-Mod change this

Post by Oleg »

I've made quick refinement, get an update.
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Re: Truckpaint - Mats - Z-Mod change this

Post by Harald-RS »

After Update the new Mat.

Code: Select all

material : "eut2.truckpaint" {
	texture[0] : "/vehicle/truck/scania_2016/plain_grey.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	diffuse : { 1 , 1 , 1 }
	specular : { 1 , 1 , 1 }
	shininess : 250
	add_ambient : 0
	env_factor : { 1 , 1 , 1 }
	fresnel : { 0.200000 , 0.900000 }

}
Why is the specular not 1.5, 1.5, 1.5 ???

and why lost the rfx attribut?

This the original File input from SCS.

Code: Select all

material : "eut2.truckpaint.rfx" {
	texture[0] : "/vehicle/truck/scania_2016/plain_grey.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	add_ambient : 0
	diffuse : { 1 , 1 , 1 }
	fresnel : { 0.2 , 0.9 }
	shininess : 250
	specular : { 1.5 , 1.5 , 1.5 }
}
@Dotec
Thank you
Greetings
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Re: Truckpaint - Mats - Z-Mod change this

Post by Oleg »

specular and diffuse in ZModeler can not exceed 1.0 values.
.rfx is not needed - it is insignificant for the game engine.
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