
env_factor
Moderator: Oleg
Re: env_factor
I have already reported this to Oleg.
The same applies to the truckpaint.
The same applies to the truckpaint.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: env_factor
what exactly is wrong? There should be no "env_factor" and "fresnel" on material that has a .add.env in a shader name? this is a bit strange.
Or the "env_factor" is missing upon export?
Or the "env_factor" is missing upon export?
Re: env_factor
Looks like dif.spec.oclu.add.env had this option on export and dif.spec.oclu.weight.add.env missed it. It's now fixed, get an update.
Regarding "truckpaint" material - I can not locate any strict scenario when this option is added and when it is not. All combinations of materials (including .airbrush and .flipflakes version) appear with and without this option, regardless of availability of "texture_reflection" slot. So, I can't say when this option should be written when not. Are there any exact cases when this option being created by ZModeler caused wrong appearance of material?
Regarding "truckpaint" material - I can not locate any strict scenario when this option is added and when it is not. All combinations of materials (including .airbrush and .flipflakes version) appear with and without this option, regardless of availability of "texture_reflection" slot. So, I can't say when this option should be written when not. Are there any exact cases when this option being created by ZModeler caused wrong appearance of material?
Re: env_factor
env_factor is obsolete for truckpaint shader
Re: env_factor
So there should be no impact if it appears in a mat file? I've removed it from truckpaint export options, it will be in next update some day.
Re: env_factor
Download the game, import and export the chrome tank w900 accessory, that is, the fuel tanks and you will notice the error, the most important thing is that zmodelere does not export the env line in the named material
env_factor : { 1 , 1 , 1 }
Or how we add it in zmodeler as user defined options.
env_factor : { 1 , 1 , 1 }
Or how we add it in zmodeler as user defined options.
Re: env_factor
may you specify the pmd file name to take a look?
Re: env_factor
name : chrome_plated_260.pmd
version game : american truck simulator 1.46
version game : american truck simulator 1.46
Re: env_factor
It looks OK to me (tested in 1.47).
"env_factor" is added to every material with "add.env" in material/effect name.
"env_factor" is added to every material with "add.env" in material/effect name.
Code: Select all
effect : "eut2.dif.spec.oclu.weight.add.env.tsnmapuv.rfx" {
texture : "texture_base" {
source : "/vehicle/share/textures/metal/chrome_base.tobj"
}
texture : "texture_oclu" {
source : "/vehicle/truck/kenworth_w900/ao_shared.tobj"
}
texture : "texture_nmap" {
source : "/vehicle/truck/kenworth_w900/normal.tobj"
}
texture : "texture_reflection" {
source : "/material/environment/vehicle_reflection.tobj"
}
diffuse : { 0.211765 , 0.211765 , 0.211765 }
specular : { 1 , 1 , 1 }
shininess : 70
additional_ambient : 0
env_factor : { 1 , 1 , 1 }
fresnel : { 1.000000 , 1.000000 }
}
Re: env_factor
where can I find the source of this information?
I have checked .mat files from game version 1.47 and "env_factor" appears on some of "truckpaint" materials randomly. Mostly on those with bump-map texture or with flipflake effect.
Re: env_factor
This is due to the fact that the mat files in the 1.47 Openbeta are probably not yet all adjusted.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: env_factor
this is also true to pre-1.47 files. some "truckpaint" have env_factor, another - don't. and quite randomly. Looks like the default full strength reflection env_factor {1,1,1} is not written, but if the strength is lower, then the parameters is created. just a thought.
Re: env_factor
in the shader_presets.txt file for scs blender tools provided by scssoft.
I did a quick research - following shader contains env_factor attribute:
Code: Select all
building.add.env.day
dif.spec.add.env
dif.spec.add.env.nofresnel
dif.spec.mult.dif.spec.add.env
dif.spec.oclu.add.env
dif.spec.oclu.weight.add.env
dif.spec.weight.add.env
light.tex
lightmap.night
water
Code: Select all
Shader {
PresetName: "truckpaint"
Effect: "eut2.truckpaint"
Flavors: ( "NMAP_TS|NMAP_TS_UV|NMAP_TS_16|NMAP_TS_UV_16" "SHADOW" "COLORMASK|AIRBRUSH" "FLIPFLAKE" "ALTUV" )
Flags: 0
Attribute {
Format: FLOAT3
Tag: "diffuse"
Value: ( 1.0 1.0 1.0 )
}
Attribute {
Format: FLOAT3
Tag: "specular"
Value: ( 1.0 1.0 1.0 )
}
Attribute {
Format: FLOAT
Tag: "shininess"
Value: ( 250.0 )
}
Attribute {
Format: FLOAT
Tag: "add_ambient"
Value: ( 0.0 )
}
Attribute {
Format: FLOAT2
Tag: "fresnel"
Value: ( 0.2 0.9 )
}
Texture {
Tag: "texture[X]:texture_base"
Value: ""
TexCoord: ( 0 1 2 )
}
Texture {
Tag: "texture[X]:texture_reflection"
Value: "/material/environment/vehicle_reflection"
TexCoord: ( -1 )
}
}

if you search for actual shader infos for trucks, import the newest models (daf 2021 for example)
Re: env_factor
In an unpacked base.scs from game 1.47 there are dozen of .mat files with truckpaint shader and env_factor still there.
models for volvo_fh16_2012, vehicle/truck/upgrade/doorhandle/renault_premium and some others. The .mat file is in new format ("effct":"eut2.truckpaint,..."), so these are newly-created files.
Does availability of "env_factor" on truckpaint material have any impact on shading in game? For example, if you add "env_factor : {0.02, 0.02, 0.02 }" - will it drop the strength of reflection to a very low?
Edit:
...because users keep complaining on removal of env_factor as it causes reflection to be full-strength:
models for volvo_fh16_2012, vehicle/truck/upgrade/doorhandle/renault_premium and some others. The .mat file is in new format ("effct":"eut2.truckpaint,..."), so these are newly-created files.
Does availability of "env_factor" on truckpaint material have any impact on shading in game? For example, if you add "env_factor : {0.02, 0.02, 0.02 }" - will it drop the strength of reflection to a very low?
Edit:
...because users keep complaining on removal of env_factor as it causes reflection to be full-strength:
Re: env_factor
It's probably because they don't want to adjust the reflection settings in the game.
One has in ETS namely the possibility to change that there.
And the reflection is set but in the vehicle Reflection as far as I know?
One has in ETS namely the possibility to change that there.
And the reflection is set but in the vehicle Reflection as far as I know?
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: env_factor
In old days of ETS, the relection strength seems like to be bound to specular strength and was masked by base texture's alpha. However, the scania cabin in example above uses "grey" color-texture as base texture (DETAIL) "plain_grey.dds" with white alpha. This is quite strange, as I do not see how the game controls the reflection strength over surface now.
Re: env_factor
It was confirmed the "env_factor" parameter has no effect in game. This parameter is now removed from export of truckpaint material. The imported "truckpaint" material will have a constant 25% (64) level of ENVMAP texture (if any). Other shaders will import/export ENVMAP reflection level with respect to env_factor material parameter.
Re: env_factor
Are you sure you use version with the latest updates? This issue was addressed already and export of this shader goes with env_factor always.
Here's an example of the model in a question:
Here's an example of the model in a question:
Re: env_factor
If now I realize that the software does not update automatically, I had to download manually and add my login
Re: env_factor
it does update. however, if you are on version 3.2.1, it is no longer evaluating, only 3.3.0 is in the works. It is essential to run as Administrator for updates to work properly. You can copy ZModeler_profile.xml file from your current installation to newly downloaded folder to retain your settings (including account name / password) if needed.
Re: env_factor
hey oleg on the latest update after i export with truckpaint and airbursh flag im getting flags : "AIRBRUSH" in my mats and its crashing my game!!
Re: env_factor
my bad.. fixed. get an update.
If you get options from user-defined window of material that you don't want to be included in .mat file, you can add them (comma-separated, lower-case) in Profile -> Editor -> Preferences -> Filters -> SCSPrism3D -> IgnoreUserOptionsList.
If you get options from user-defined window of material that you don't want to be included in .mat file, you can add them (comma-separated, lower-case) in Profile -> Editor -> Preferences -> Filters -> SCSPrism3D -> IgnoreUserOptionsList.