Hi Oleg,
I just found out that SCS has changed the structure of mat files again in 1.47.
What exactly everything change I do not know yet exactly.
Old Material Truckpaint:
material : "eut2.truckpaint.rfx" {
texture[0] : "/vehicle/truck/daf_2021/carpaint_color.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
add_ambient : 0
diffuse : { 0.857521 , 0.857521 , 0.857521 }
fresnel : { 0.2 , 0.9 }
shininess : 250
specular : { 1 , 1 , 1 }
}
New Material Truckpaint:
effect : "eut2.truckpaint.rfx" {
additional_ambient : 0.000000
diffuse : { 1.000000 , 1.000000 , 1.000000 }
fresnel : { 0.200000 , 0.900000 }
shininess : 250.000000
specular : { 1.000000 , 1.000000 , 1.000000 }
texture : "texture_base" {
source : "/vehicle/truck/daf_2021/carpaint_color.tobj"
}
texture : "texture_reflection" {
source : "/material/environment/vehicle_reflection.tobj"
}
}
SCS changed Mat structure
Moderator: Oleg
SCS changed Mat structure
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: SCS changed Mat structure
get the most recent update, it was addressed yesterday. exported materials are still in old format as this is a beta version only.
Re: SCS changed Mat structure
I'm using the 1.47 beta because I need to change my PayMods because they are already all on 1.47.
I just wanted to inform you.
You can change it in the beta version of Z-Mod already to 1.47.
I just wanted to inform you.
You can change it in the beta version of Z-Mod already to 1.47.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: SCS changed Mat structure
I will add the export in new style as an option, as this is not a standard of materials layout yet and the game still handles old layout properly. Once it will start showing errors/warnings on old materials format, the export in new style will be made mandatory.
Re: SCS changed Mat structure
Support for game version 1.47 extended. There is an export option to select: "ETS2/ATS 1.47"
I think I will add version changes this way, as current version "ETS2/ATS" assumes all range of export variants with 4 PMG versions and two PPD (prefab) versions. I find it a bit confusing for users - what version will the export actually be. So, from version 1.47 and further (if version change is significant) I will add version selection like this.
I have not tested anything in game at all, as I have a steam game version and don't remember how exactly to mod steam version. However, I have tested some models import/export and compared .mat files - more or less they are alike. There are some parameters that are still a subject to decide how to support them (e.g. shaders with .amod and .night. variants).
To say, the update of material files is quite significant to consider a complete remastering of materials handing code, as current code was designed for a pretty old ETS/GTS game series.
I think I will add version changes this way, as current version "ETS2/ATS" assumes all range of export variants with 4 PMG versions and two PPD (prefab) versions. I find it a bit confusing for users - what version will the export actually be. So, from version 1.47 and further (if version change is significant) I will add version selection like this.
I have not tested anything in game at all, as I have a steam game version and don't remember how exactly to mod steam version. However, I have tested some models import/export and compared .mat files - more or less they are alike. There are some parameters that are still a subject to decide how to support them (e.g. shaders with .amod and .night. variants).
To say, the update of material files is quite significant to consider a complete remastering of materials handing code, as current code was designed for a pretty old ETS/GTS game series.
Re: SCS changed Mat structure
Hello Oleg,
this shader is not imported and exported correctly.
Furthermore, you can't always change the mats with replace.
this shader is not imported and exported correctly.
Furthermore, you can't always change the mats with replace.
Code: Select all
effect : "eut2.lightmap.night.rfx" {
depth_bias : 0.000000
diffuse : { 1.000000 , 1.000000 , 1.000000 }
env_factor : { 0.000000 , 0.000000 , 0.000000 }
luminance_night : 0.000000
luminance_output : 0.000000
specular : { 0.000000 , 0.000000 , 0.000000 }
texture : "texture_base" {
source : "/vehicle/ai/train_ice3/windows_light.tobj"
}
}
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: SCS changed Mat structure
So basically they only change the look of the texture paths...
i didn´t received an update. my Zmodeler3 shows me there is no Update available
i didn´t received an update. my Zmodeler3 shows me there is no Update available
Re: SCS changed Mat structure
No they change everything when you take a closer look at the mats.
You are probably not in the beta test or?
You are probably not in the beta test or?
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: SCS changed Mat structure
No i have not updated yet