I have a problem with this particular model of Volvo FH 2012 where the paintjob in game does not work properly. It seems misplaced but the mapping of surfaces seems to be in correct place. I have no luck getting it work.
-I've tried change ''clamp'' to ''wrap'' on both DETAIL1 and SPECMAP - set by default UV#1
-I've tried Bumpmap on UV#2 (default UV#1)
To be more precise. When I change to UV#3, I can see change in model - then I copy from UV#1 and its fixed in modeler. But the game still wont read it properly...
in most of cases, you should not copy uv coordinates on a model (as you are likely to loose uv mapping on a channel, that you are unaware the use of).
So, if some texture looks properly on a model with UV#1, then you should assign UV#1 for this texture in options page. E.g. BUMPMAP "Use mapping : Manual UV#1" or something like this.
there were not screenshots on what is get messed in game - is it bump messed? or paint/skin mapping is wrong?
I tried with DETAIL2 change to UV#3 but nothing changed. DETAIL2 has no texture, does it matter somehow?
Also i left BUMP now at UV#1, should i set that to UV#3 as well?
Mmeister wrote: ↑Tue May 31, 2022 8:00 am
The paint/skin mapping is wrong.
I tried with DETAIL2 change to UV#3 but nothing changed. DETAIL2 has no texture, does it matter somehow?
Also i left BUMP now at UV#1, should i set that to UV#3 as well?
The r_fender_top & r_fender folder under accessories I've found the paint version of fender has a problem with at least 2 skins: Golden edge(barely noticeable inside fender) and Special Transport(on image below).
DETAIL2 set from UV#1 to UV#3 crashes the game before loading into main menu. If also BUMP is set to UV#3 then game loads but then mapping is wrong for all skins.
what are correct channels for every texture on this model? set them in ZModeler to see the effect. Given the correct setup, I could be able to specify what steps should be done to export it properly.
Note, the game can assign different UV channels for different texture slots of the same material on one object and another. ZModeler can't do this. For example, one part can use UV#1 for main texture and bump-map, and another part can use UV#3 for bump-map on the same material. Game assigns UV channels on per-object level. In ZModeler UV channels are assigned on material itself.
Thus, changing material settings could "fix" one object and "corrupt" another object on the same material.
Just for the record I've found the solution here. Its in the def files of the paintjob. What needs to be done is to add the new part on the list of the paintjob parts.