.mat files - can someone explain?

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Vitas
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Joined: 03 Jul 2013 18:24

Re: .mat files - can someone explain?

#11 Post by Vitas » 08 Nov 2016 15:49

No, I´m using Blender2SCS for a long time, so I know these basic things. The problem is not in the object, but in the material itself, because when I use smth like "eut2.dif.spec" or any other basic shader the object is visible and OK in the game. But when I use this:

Code: Select all

material : "eut2.reflective.fx" {
	texture[0] : "/vehicle/trailer_eu/lamberet/textures/izolepa.tobj"
	texture_name[0] : "texture_base"
}
it is visible only in Blender. If you forget to remove nested verts or apply locations, the object wont be visible even in blender. As I said, there any error message in console, even yellow one. I copied this .mat from schwarzmuller model, so its the same (not the exact way and name of texture, but shader´s name. Theres no any other parameter in schw trailers for this material. And as I said too, even if I only copy object from schwm trailer, move it to default part, apply parent transforms and rotation and remove nested verts and so on, its still not working. Weird.
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abasstreppas
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Re: .mat files - can someone explain?

#12 Post by abasstreppas » 08 Nov 2016 16:09

Ok, another shot: that reflective shader (with its texture) is not showing by itself ingame, it also need a second texture under with a normal shader (like dif.spec). Import the Passat CC from the original game and look at the back bumper reflexes. ;)
Vitas
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Re: .mat files - can someone explain?

#13 Post by Vitas » 08 Nov 2016 16:18

Uuu, thats it :) Thanks.
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Braakie
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Re: .mat files - can someone explain?

#14 Post by Braakie » 13 Jan 2017 10:43

I'm a bit of messing around with some MAT files for my lightbox, and I see that there are some changes in the MAT files.

First it was: eut2.dif.spec.add.env.nofresnel
Then: eut2.dif.spec.add.env.nofresnel.fx
And now: eut2.dif.spec.add.env.nofresnel.rfx

What does that actually fx, rfx
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EvgenKo423
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Re: .mat files - can someone explain?

#15 Post by EvgenKo423 » 13 Jan 2017 17:14

AFAIK, it does nothing. Just a file cleanup.
RFX is an extension of effect files, which can be found in effect folder of an unpacked game.
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Andrei_03
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Re: .mat files - can someone explain?

#16 Post by Andrei_03 » 13 Jan 2017 17:17

Also, Zmod3 can easily change the material shader.
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Braakie
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Re: .mat files - can someone explain?

#17 Post by Braakie » 13 Jan 2017 21:23

Thanks guys, it's clear.
Panharith
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Re: .mat files - can someone explain?

#18 Post by Panharith » 16 Jun 2017 13:25

I've been looking for this for quite a while, and also compared many mat-files, but I can't seem to figure it out.







:D :D :D Goldenslot :D :D :D
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norway_hunter
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Re: .mat files - can someone explain?

#19 Post by norway_hunter » 18 Jul 2017 11:44

Hi i have problem with lightbox , I use one from powerkasi on the roof works perfectly don't blink itself and second from hypro bullbar. I want change mat files from bullbar because this lightbox blinking when i switch the lights from parking to normal or high beams.
parking light lightbox don't work
[ external image ]


normal lights is ok

[ external image ]


What i must change for working both the same way ?
AshieFontaine
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Re: .mat files - can someone explain?

#20 Post by AshieFontaine » 24 Aug 2018 16:35

Can someone explain how to open and edit a .mat file? I've been desperately trying to make my truck skin matte. I just can't wrap my head around it. Can someone help?
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