How can. mesh recognize two material balls simultaneously

GTA:V Modding with ZModeler3 discussion.
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dangzhibu5
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How can. mesh recognize two material balls simultaneously

Post by dangzhibu5 »

How can. mesh recognize two material balls simultaneously? I want to use both 'ped' and 'normal_spec-reflect' simultaneously.
I found that after using the "normal_spec-reflect" material ball, there is no shadow under the character's feet, so using the "ped" material ball is no problem.
And if you only use the "normal_spec-reflect" material ball, the game will exit when creating character MODs.
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Oleg
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Re: How can. mesh recognize two material balls simultaneously

Post by Oleg »

every polygon in an object can have only one material assignment. but the object being made of a lot of polygons of cause can use several materials. Given that, you can select a group of polygons and assign one material, then select another group of polygons and assign another material.

If the shadow issue is the only problem you have, then you are probably trying to solve it in a wrong way. Probably, you should find the shader for your material that will appear in game properly and still cast shadows.

Mind, if only some of polygons on your model actually require "normal_spec_reflect" shader, then detach these polygons into a different component (e.g. uppr_000_u or accs_000_u) and keep the rest in component like head_000_r with "ped" shader. Your entire ped mod can have several materials used but most likely you should split it to different components for this purpose (lower, upper, head, accessions). These are just names of components for the game to combine them, these are not a must to be actually legs, torso, head and stuff geometry objects.
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