Vehicle Textures

GTA San Andreas and GTA Vice City discussion.

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reallybaddev123
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Joined: Sun Apr 10, 2022 1:59 am

Vehicle Textures

Post by reallybaddev123 »

After optimizing vehicles they spawn with i think is their dirt map instead of normal textures.

any ideas - note it is not done on all vehicles just most
Screenshot 2022-05-26 194958.png
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Oleg
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Re: Vehicle Textures

Post by Oleg »

most likely material settings got messed. The paint material should be configured with configuration script (using "gears" button in materials browser). The export has assigned dirt texture instead of base/color texture into "DETAIL" texture slot. Also, I could be wrong, but dirt texture should be in "MASK" texture slot while on some shaders it is assigned to DETAIL2 texture slot. Since I can't remind which settings on which shaders are correct, I advise using config scripts from "gears" button.
reallybaddev123
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Re: Vehicle Textures

Post by reallybaddev123 »

any chance there is a guide completely honest have no idea what i'm doing
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Oleg
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Re: Vehicle Textures

Post by Oleg »

show screenshots of material properties page(s) of material that your vehicle uses on problematic polygons.
reallybaddev123
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Re: Vehicle Textures

Post by reallybaddev123 »

2 materials

1 - vehicle_generic_smallspecmap (paint3)
Screenshot 2022-05-28 145855.png
Screenshot 2022-05-28 145912.png

2 - black_dark
Screenshot 2022-05-28 145547.png
Screenshot 2022-05-28 145526.png
thanks you for the help
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Oleg
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Re: Vehicle Textures

Post by Oleg »

"vehicle_paint3" vehicle shader adaptation has the following configuration:
DETAIL: primary texture, uses UV#1.
DETAIL2: overlay texture (transparency via texture's alpha), uses UV#2
MASK: standard dirt/mud texture, uses UV#1
SPEC/ENV: standard configuration (specular red = shininess, specular green = reflection), uses UV#1.

This shader does not use BUMP-mapping. It is generally used for overlay and stickers on painted vehicle's body.

your ZModeler material should have DualDiff.Spec.Env shader assigned, so you have the texture slots specified above.

Note, the game shader configuration is hard-coded inside shader, some most of parameters you change in ZModeler will have no effect in game, it will suppress your changes. Most of shader effects are controlled via textures (in some cases texture's individual channel is used for specific effect, like specular's texture red/green can make surface appear as matte rubber, plastic, metal, chrome or even mirror-like effect - solely via texture's data).
yasirbh
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Re: Vehicle Textures

Post by yasirbh »

Hi,

I am facing a similar issue that I have never faced before with any of the other models in GTA5. I converted a model from another game that had UV mapping assigned to channel 1. There were three different parts (represented by three separate texture files) so in order to support liveries, I copied the mapping to UV#2 and created a single texture file template that had the mapping of all three images into one (by resizing). I believe I have assigned the materials correctly, based on my experience with other models and the info you provided, however, the model only shows primary texture file (DETAIL) in GTA5, regardless of what was selected in DETAIL2 (UV#2). I have added the flags correctly to the vehicles.meta and I see that I can cycle through liveries (livery1, livery2, livery3 etc.), however, nothing really changes in the game, it's only the texture file selected in DETAIL section of material. Tried several different things but can't figure it out.

Please assist.

P.S. Trying to share images but can't figure out how. This is my first post, so will probably do some reading to figure it out.
yasirbh
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Re: Vehicle Textures

Post by yasirbh »

UPDATE:

I was able to solve this issue myself and posting it for anyone facing this in the future.

The issue was not with the materials or ZModeler, but instead turned out to be due to conflicting names. The vehicle I was trying to get liveries to work on, had the same name as another DLC vehicle. Surprisingly, the DLC vehicle was suppressed altogether (means, I could not spawn it even by name) and GTA thought it was the same vehicle as the one that I had added. Simply changing the name of the vehicle along with all the metas solved this issue.
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