
Took a look at the cupola in the mesh editor and its using "EnvMapColorMapGloss" That seems like a mistake and I believe the issue why its fucking up for me. Is that a bug? I mean I MIGHT be able to understand envmap but gloss on it?




Yea, maybe. Not really sure what determines how much reflects in the material. Last I checks you could not see reflection in cupola on any of these tanks.Rabbit wrote:In that case mec_tnk_t72_mgcupola and gb_tnk_challenger_mgcupola needs fixed too.






Tried that and packed it into the map.[R-DEV]Mats391 wrote:You have the spec in the _b texture. To fix your issue either edit the cupola mesh material and remove the technique from it (just open in meshviewer and empty the field) or put the spec into the _c texture.






I see, looked at wrong textures sorry. I would move spec to the _c like normal texture has, so you dont need to edit the mesh which probably does not work from inside map.Rabbit wrote:what? the _iraq suffix version has the suffix in _b as seen in my above posts.
us_tnk_m1a2_c_iraq.dds dxt1 no alpha
us_tnk_m1a2_c_iraq.dds dxt5 with alpha

So use a massively lower quality texture because the cupola is fucked? That seems...... Shitty.[R-DEV]Mats391 wrote:I see, looked at wrong textures sorry. I would move spec to the _c like normal texture has, so you dont need to edit the mesh which probably does not work from inside map.

Main mesh also has ColormapGloss, so would also require the spec in _c. I am surprised it only is shiny on cupolaRabbit wrote:So use a massively lower quality texture because the cupola is fucked? That seems...... Shitty.

So why not just change the mesh so you have have a texture that is 4x the quality it is right now in game? Would it require a re-export or just devs changing settings through meshviewer and building it into core pr.[R-DEV]Mats391 wrote:Main mesh also has ColormapGloss, so would also require the spec in _c. I am surprised it only is shiny on cupola![]()

The later, just changing through meshviewer and updating textures. Also making sure they are not used in any other mesh.Rabbit wrote:So why not just change the mesh so you have have a texture that is 4x the quality it is right now in game? Would it require a re-export or just devs changing settings through meshviewer and building it into core pr.


I created issue for it, but not sure when someone will pick it up. Until then I would just use the lower res textures with current techniques and keep original highres around for once its changed. No reason to scratch the texture.Rabbit wrote:Any chance of this happening or should I just scrap the m1a2 and not use it for the faction?
