Shiny ped

GTA:V Modding with ZModeler3 discussion.

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Shiny ped

Postby Baud0412 » Sat Apr 01, 2017 11:27 pm

Hi, I got a problem with a custom 3d model on a ped
I follow this topic : viewtopic.php?f=31&t=9499
I thought it was working, because I didn't had any issue of shinny vest, but when I start running with the vest on it become shiny...
Any idea ?
Thank's !
PS : It work fine on bodyguard : https://cdn.discordapp.com/attachments/ ... -55-51.png
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Re: Shiny ped

Postby Oleg » Sun Apr 02, 2017 3:47 am

it has something to do with wetness mask. I can't remind an exact fix for this particular problem, wetness mask is either on one of textures being used or on per-vertex color (primary / secondary, may be on alpha). You should probably load an original player model and inspect (write down) primary and secondary color/alpha values on areas that get wet and areas that don't. I can't make tests on my one as I'm unable to reach my PC in upcoming weeks.
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Re: Shiny ped

Postby Baud0412 » Sun Apr 02, 2017 7:04 am

Ok, thx !
Where could I find those values ? Wich tool I have to use ?
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Re: Shiny ped

Postby Oleg » Mon Apr 03, 2017 3:58 am

surface\paint (check settings in an options box to read desired color/channel) \ color -> pick color (works on vertices level by clicking on a vertex).
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Re: Shiny ped

Postby Baud0412 » Tue Apr 04, 2017 12:06 am

Ok, thx, I know it will sound stupid, but where do I find the desied color/channel ? I mean where in the option box ?
Thank you again !
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Re: Shiny ped

Postby Oleg » Tue Apr 04, 2017 3:13 am

its in top-right corner of group "Paint...". And I don't know which color channel (or alpha) need to be painted (and can't test it on my own at the moment).
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Re: Shiny ped

Postby Baud0412 » Sat Apr 22, 2017 12:34 am

Ok, I've fix the wet mask, but now I got problem in game, in the front the vest is good, but when I turn the camera on the back the back is really dark, and if I turn of 180 degres the ped, the back looks good, and the front is dark, any solution ?
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Re: Shiny ped

Postby Oleg » Sat Apr 22, 2017 2:48 am

looks like normals/tangents are not calculated or normal-map texture does not match the geometry.

Edit: I had a similar problem earlier on some test objects. Reduce strength of bumpness on BUMPMAP texture slot. If it's set to full, set to half. ("Output Level" slider if I'm not mistaken).


Also, what channel/color have you painted to get the shiny wet mask off?
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Re: Shiny ped

Postby Baud0412 » Sat Apr 22, 2017 10:50 pm

Thank's, I'll try that !
For the wet mask I don't know exactly wich channel is responsable for that, but here is the colors I used :

Primary :
R : 232 : 232 : 232
G : 113 : 113 : 113
B : 0 : 0 : 0
A : 255 : 255 : 255
RGB : 228 : 113 : 0

Secondary :
R : 0 : 0 : 0
G : 0 : 0 : 0
B : 0 : 0 : 0
A : 0 : 0 : 0
RGB : 0 : 0 : 0
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