Hi Oleg,
I just don't know how to fix this my cabin shines so funny but everything else is ok and also have the same mat file.
Can you please help me.
Truckpaint - Problem
Moderator: Oleg
Truckpaint - Problem
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Truckpaint - Problem
If I'm not mistaken, shininess is affected by per-vertex color paint and specular texture mapped onto surface (either SPECMAP alpha channel or some other channel). So, you should check what texture areas are neighbor (hood) polygons are mapped to, and check their per-vertex color. Your cabin should have the same per-vertex color and be mapped onto similar specmap texture's area.
I would personally make a quick text with new Edit UV on your cabin and generate new uv mapping (test only!!) map it onto the "Hood texture area" and test in game whether it has any different or not. Just to find out whether the area of texture (your model is mapped to) affects reflections or not.
I would personally make a quick text with new Edit UV on your cabin and generate new uv mapping (test only!!) map it onto the "Hood texture area" and test in game whether it has any different or not. Just to find out whether the area of texture (your model is mapped to) affects reflections or not.
Re: Truckpaint - Problem
Other Color the Same Problem.
Here are the Template:
Have the same Problem.
All Parts Vertex Color are 128, 128, 128
Truckpaint non metalic color:
Here are the Template:
Have the same Problem.
All Parts Vertex Color are 128, 128, 128
Truckpaint non metalic color:
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Truckpaint - Problem
I'm not talking about paint job (skin) texture you assign. I'm about per-vertex color you assign in ZModeler onto the geometry's vertices. The surface\Paint\Color tool does this. it can also read per-vertex color values in "pick from vertex" mode.
The idea is to read per-vertex color data from "good" vertices (hood model) and apply the same color onto your cabin. You can assign color with "Fill Selected" mode of this tool (select vertices/objects first).
The idea is to read per-vertex color data from "good" vertices (hood model) and apply the same color onto your cabin. You can assign color with "Fill Selected" mode of this tool (select vertices/objects first).
Re: Truckpaint - Problem
Have done so, but has not brought.
According to Dotec, it is probably the Vertex Alpha.
That would have to be adjusted.
Only I find in the Z-Mod no option for setting the vertex alpha.
Since the SCANIA NG from SCS has no AO as a texture but an Alpha AO.
The funny thing is that there are no errors in the garage but only outside.
According to Dotec, it is probably the Vertex Alpha.
That would have to be adjusted.
Only I find in the Z-Mod no option for setting the vertex alpha.
Since the SCANIA NG from SCS has no AO as a texture but an Alpha AO.
The funny thing is that there are no errors in the garage but only outside.
Last edited by Harald-RS on Fri Dec 03, 2021 12:30 pm, edited 1 time in total.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Truckpaint - Problem
And what per-vertex color is used for?
You can read/paint per-vertex alpha too. Expand options of "Paint" group and set "Primary Alpha" (default "Primary RGB").
You can render AO to per-vertex alpha too when "Primary Alpha" is selected. This is done exactly the same as rendering to RGB colors.
You can configure material to use vertex alpha as AO (dim to black color with respect to per-vertex alpha) using the settings like this:
You can read/paint per-vertex alpha too. Expand options of "Paint" group and set "Primary Alpha" (default "Primary RGB").
You can render AO to per-vertex alpha too when "Primary Alpha" is selected. This is done exactly the same as rendering to RGB colors.
You can configure material to use vertex alpha as AO (dim to black color with respect to per-vertex alpha) using the settings like this: