Skins not showing properly after export
Moderator: Oleg
Skins not showing properly after export
The following problem,
if I import a truck and export it again, the paint is not displayed correctly in the game, so "normal colors" go, but no canopy as an example.
In my picture what I have uploaded, you can see it well, the skin I ve made as a template mod and still it is displayed incorrectly
These are the SCS trucks.
With the Scania 2016 I do not have the problem, since the skins work.
Before:
After:
Hope anyone can help me. ;=)
if I import a truck and export it again, the paint is not displayed correctly in the game, so "normal colors" go, but no canopy as an example.
In my picture what I have uploaded, you can see it well, the skin I ve made as a template mod and still it is displayed incorrectly
These are the SCS trucks.
With the Scania 2016 I do not have the problem, since the skins work.
Before:
After:
Hope anyone can help me. ;=)
Re: Skins not showing properly after export
After you have imported a model into ZModeler, locate a material in Materials Browser with adaptation name "truckpaint". Open its properties and change DETAIL2 texture's mapping from "Manual UV#2" to "Manual UV#3". Then export the model.
Re: Skins not showing properly after export
So it was on Manual UV#1 i changed it to #3 but it haven´t changed anything
Re: Skins not showing properly after export
What is your SCSSoftPrism3D.zmf file version as shown in Settings->Plugins->Manager?
Also, locate the generated material file associated with "truckpaint" material and show the contents of this file please.
Also, locate the generated material file associated with "truckpaint" material and show the contents of this file please.
Re: Skins not showing properly after export
The File is 3.2.1 (Build 473)
I hope you mean this ^^
I hope you mean this ^^
Re: Skins not showing properly after export
well, this MAT file does not look like it was exported with material being set to "Manual UV#3". Are you sure you've made everything correct? If still no luck, try to assign "empty.dds" texture in DETAIL2 texture slot. This texture is located in game's /vehicle/truck/share/paintjob folder if I'm not mistaken.
Re: Skins not showing properly after export
Oh wait, i will export it with Manual UV#3 sry ^^
Re: Skins not showing properly after export
After export it with Manual UV#3 its still the same text in the Mat File
I will try it with the dds
I will try it with the dds
Re: Skins not showing properly after export
It worked, thank you so much!
After i exported it with material being set to "Manual UV#3" and assigned the empty.dds File its worked.
^^
Thanks
After i exported it with material being set to "Manual UV#3" and assigned the empty.dds File its worked.
^^
Thanks
Re: Skins not showing properly after export
actually, it should work even without "empty.dds" if I'm not mistaken... At least there were changes related to exactly this issue.
Re: Skins not showing properly after export
So when i started modding, it worked to but one day, i got this isssue
Re: Skins not showing properly after export
I'm having this same problem as well. In the latest version of Zmod, 3.3.0 Build 1230.
This is what I see when I import this model into the latest version of Zmodeler.
This is what I see when I import the same exact file into 3.2.1 build 1195.
This seems like a problem with Zmodeler, I've always been aware of having to change UV #2 to UV #3, but this issue is new, is there a reason Zmod can't retain this information when importing a file?
This is what I see when I import this model into the latest version of Zmodeler.
This is what I see when I import the same exact file into 3.2.1 build 1195.
This seems like a problem with Zmodeler, I've always been aware of having to change UV #2 to UV #3, but this issue is new, is there a reason Zmod can't retain this information when importing a file?
Re: Skins not showing properly after export
Because it does not need the empty DDS in the material file.
Because it is irrelevant. SCS does not use the file in its material files either.
Therefore, there is nothing in it but UV3 must be set there.
Because it is irrelevant. SCS does not use the file in its material files either.
Therefore, there is nothing in it but UV3 must be set there.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Skins not showing properly after export
I'm setting UV3, but it is not reliable. About half the time I do that, the skin is messed up after export. This doesn't happen if I use the old version.
Re: Skins not showing properly after export
Geometry object assigned to "truckpaint" material is exported with the following scenario:
1. By default, material "truckpaint" gives layout:
UV#3 for alternative mapping paintjob when DETAIL2 is set to "Manual UV#3"; UV#2 when DETAIL2 is set to "Manual UV#2" and UV#1 when DETAIL2 is set to "Manual UV#1".
UV#2 for default template paintjob when DETAIL2 is set to "Manual UV#3" or "Manual UV#2"; UV#1 when DETAIL2 is set to "Manual UV#1".
UV#1 for detail and spec texture.
UV#1 is assigned to all slots if material configuration is incorrect or DETAIL2 slot is missing on a shader. "Missing slot" means it is not available at all (e.g. "Bump+Diff+Spec+Env" shader). When it is available and has no texture assigned, this is not the case - data is read from empty (untexture) shader slot configuration in such a case.
2. If your geometry object has less UV channels than the default layout specifies, the maximum UV channel is assigned on such a slot. For example, a geometry with two uv channels will have UV#2, UV#2 and UV#1 assigned respectively. A geometry with only one UV channel will have UV#1, UV#1, UV#1 assignment.
3. Any other texture can suppress the setup above by explicitly assigning its UV channel in materials editor. So does "DETAIL" slot and "BUMP" slot.
So, the actual result of paintjob in game depends both on your geometry UV channels data and on DETAIL2 texture slot configuration.
Note, truckpaint material have to be the primary material on a geometry. If it is one of paint "variants", the exported model is configured with respect to primary material (the one in materials editor) only. Thus, for example, your paint variants could be "plastic", "color painted", "chrome", but the "color painted" have to be the first one and it should be the one used in materials editor for this particular geometry, while "plastic" and "chrome" could be variants in "Material States".
1. By default, material "truckpaint" gives layout:
UV#3 for alternative mapping paintjob when DETAIL2 is set to "Manual UV#3"; UV#2 when DETAIL2 is set to "Manual UV#2" and UV#1 when DETAIL2 is set to "Manual UV#1".
UV#2 for default template paintjob when DETAIL2 is set to "Manual UV#3" or "Manual UV#2"; UV#1 when DETAIL2 is set to "Manual UV#1".
UV#1 for detail and spec texture.
UV#1 is assigned to all slots if material configuration is incorrect or DETAIL2 slot is missing on a shader. "Missing slot" means it is not available at all (e.g. "Bump+Diff+Spec+Env" shader). When it is available and has no texture assigned, this is not the case - data is read from empty (untexture) shader slot configuration in such a case.
2. If your geometry object has less UV channels than the default layout specifies, the maximum UV channel is assigned on such a slot. For example, a geometry with two uv channels will have UV#2, UV#2 and UV#1 assigned respectively. A geometry with only one UV channel will have UV#1, UV#1, UV#1 assignment.
3. Any other texture can suppress the setup above by explicitly assigning its UV channel in materials editor. So does "DETAIL" slot and "BUMP" slot.
So, the actual result of paintjob in game depends both on your geometry UV channels data and on DETAIL2 texture slot configuration.
Note, truckpaint material have to be the primary material on a geometry. If it is one of paint "variants", the exported model is configured with respect to primary material (the one in materials editor) only. Thus, for example, your paint variants could be "plastic", "color painted", "chrome", but the "color painted" have to be the first one and it should be the one used in materials editor for this particular geometry, while "plastic" and "chrome" could be variants in "Material States".