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m1a2 tank reskin.

Posted: 2018-01-20 21:08
by Rabbit
Getting this issue.
Image

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?

Re: m1a2 tank reskin.

Posted: 2018-01-20 21:12
by Mats391
EnvMap = Stuff of map reflects in material. Usually this is used on glass or mirrors
ColormapGloss = Specular map is in alpha channel of _c texture. If this is not set, then it looks for spec map in alpha of _b texture

So
EnvMap = Reflecting + Spec map in _b
EnvMapColormapGloss = Reflecting + Spec map in _c

Now the copola probably should not have EnvMap, but I guess that is already wrong in our version :D

Re: m1a2 tank reskin.

Posted: 2018-01-20 22:11
by Rabbit
In that case mec_tnk_t72_mgcupola and gb_tnk_challenger_mgcupola needs fixed too.

Re: m1a2 tank reskin.

Posted: 2018-01-20 22:36
by Mats391
Rabbit wrote:In that case mec_tnk_t72_mgcupola and gb_tnk_challenger_mgcupola needs fixed too.
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.
Anyway your screenshot looks like missing spec map or spec in wrong texture

Re: m1a2 tank reskin.

Posted: 2018-01-20 22:47
by Rabbit
Image

Image

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Also lowered the size of a2parts_c 512x512 is stupid high for that.

Re: m1a2 tank reskin.

Posted: 2018-01-21 09:31
by Mats391
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.

Re: m1a2 tank reskin.

Posted: 2018-01-21 15:34
by Rabbit
[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.
Tried that and packed it into the map.

Image

Still same issue, so either is something else or the map cannot override that.

Re: m1a2 tank reskin.

Posted: 2018-01-21 17:03
by Mats391
And geom1 material?
If you post your textures, I could take a look.

Re: m1a2 tank reskin.

Posted: 2018-01-21 17:06
by Rabbit

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:10
by Mats391
Ok in that you have spec in _c texture, so you need technique to be anything with "ColormapGloss". When I adjusted technique, it worked fine.

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:14
by Rabbit
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

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:30
by Mats391
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
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.

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:31
by Rabbit
[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.
So use a massively lower quality texture because the cupola is fucked? That seems...... Shitty.

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:36
by Mats391
Rabbit wrote:So use a massively lower quality texture because the cupola is fucked? That seems...... Shitty.
Main mesh also has ColormapGloss, so would also require the spec in _c. I am surprised it only is shiny on cupola :D

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:37
by Rabbit
[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 :D
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.

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:39
by Mats391
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.
The later, just changing through meshviewer and updating textures. Also making sure they are not used in any other mesh.

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:44
by Rabbit
Any chance of this happening or should I just scrap the m1a2 and not use it for the faction?

Re: m1a2 tank reskin.

Posted: 2018-01-21 18:50
by Mats391
Rabbit wrote:Any chance of this happening or should I just scrap the m1a2 and not use it for the faction?
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.