Hello oleg, I have this problem, it is a mod I am working on, originally it has some metallic colors, when importing and exporting with zmodeler without modifying anything, they are damaged, the mod does not contain skins or anything like that, only normal colors and metallic
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Problem with metallic colors
Moderator: Oleg
Re: Problem with metallic colors
https://www.mediafire.com/file/s2ctbecr ... t.rar/file .
Well, it fixes it by changing the paint material, I hope I don't break any rules, I share the material here, they just replace the paths, thanks anyway.
Well, it fixes it by changing the paint material, I hope I don't break any rules, I share the material here, they just replace the paths, thanks anyway.
Re: Problem with metallic colors
Did you also make sure that the UV3 channel is selected in Detail2 of the MAT file where "truckpaint" is located and that the empty.dds is also stored there?
This is located in the path "vehicle/truck/upgrade/paintjob".
What must also not be selected is that the Mat should create the shadow, because then no paint can be displayed.
This is located in the path "vehicle/truck/upgrade/paintjob".
What must also not be selected is that the Mat should create the shadow, because then no paint can be displayed.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Problem with metallic colors
If all that was fine, but a friend provided me with a material created with zmodeler according to him, his explanation was that some materials created with blender usually give problems when importing and exporting with zmodeler and vice versa, therefore he sent me one and that was the solution, but absolutely everything was fine, what I did notice were differences between the materials, his said something like rfx and mine did not.
Re: Problem with metallic colors
can you attach or quote here the contents of .mat file that gives problems and the one that solves the issue?
If I'm not mistaken, availability of .rfx suffix (or its absence) should not give any effect, as the game still able to find the shader for rendering material. The most recent update of exporter creates .rfx suffix on all materials, so may be you should update ZModeler if this is the only problem with material?
If I'm not mistaken, availability of .rfx suffix (or its absence) should not give any effect, as the game still able to find the shader for rendering material. The most recent update of exporter creates .rfx suffix on all materials, so may be you should update ZModeler if this is the only problem with material?
Re: Problem with metallic colors
material ready for use witohout problems
material : "eut2.truckpaint.airbrush.altuv.rfx" {
texture[0] : "/vehicle/truck/bp_t660/texturas/truck_ao.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/upgrade/paintjob/bp_t660/paintjob01.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 : 100
add_ambient : 0
env_factor : { 0.101961 , 0.101961 , 0.101961 }
fresnel : { 0.200000 , 0.900000 }
aux[8] : { 1, 1, 1 }
}
material : "eut2.truckpaint.airbrush.altuv.rfx" {
texture[0] : "/vehicle/truck/bp_t660/texturas/truck_ao.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/upgrade/paintjob/bp_t660/paintjob01.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 : 100
add_ambient : 0
env_factor : { 0.101961 , 0.101961 , 0.101961 }
fresnel : { 0.200000 , 0.900000 }
aux[8] : { 1, 1, 1 }
}
Re: Problem with metallic colors
Bad material
material : "eut2.truckpaint" {
texture[0] : "/vehicle/truck/bp_ws6900/texturas/pintura.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 : 60
add_ambient : 0
env_factor : { 0.0732389 , 0.0732389 , 0.0732389 }
fresnel : { 0.200000 , 0.900000 }
}
material : "eut2.truckpaint" {
texture[0] : "/vehicle/truck/bp_ws6900/texturas/pintura.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 : 60
add_ambient : 0
env_factor : { 0.0732389 , 0.0732389 , 0.0732389 }
fresnel : { 0.200000 , 0.900000 }
}
Re: Problem with metallic colors
"airbrush" is added when material has user-defined option "AIRBRUSH".
"altuv" is added when DETAIL2 texture slot has "Manual UV#3" assigned in "Use UV Mapping" slot.
"altuv" is added when DETAIL2 texture slot has "Manual UV#3" assigned in "Use UV Mapping" slot.