Needed Help, Assistance, Advice

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tobrago
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Re: Help, assistance, advice

#31 Post by tobrago » 12 Feb 2017 13:47

Some extent I managed to get what I want.

parameters:

Shader Presets: eut2.dif.spec.add.env.nofresnel
Diffuse: R-0.800, G-0.800, B-0.800
Specular: R-0.250, G-0.250, B-0.250
Shininess: 110.00
Add Ambient: 0.00
Reflection: 110.00
Env Factor: R-0.500, G-0.500, B-0.500

[ external image ]

I would ask you if you have an idea or suggestion to write, thank you all.

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50keda
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Re: Help, assistance, advice

#32 Post by 50keda » 12 Feb 2017 15:34

@tobargo: Reflection should be either 1 or 0. It's just a multiplier how much object with this material will reflect in road while raining.
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tobrago
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Re: Help, assistance, advice

#33 Post by tobrago » 12 Feb 2017 16:39

Thanks 50keda, did you see my previous posts? The problem was with the signs that are visible in the dark.
What do you recommend for "Shininess"?

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50keda
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Re: Help, assistance, advice

#34 Post by 50keda » 12 Feb 2017 18:10

Shininess also won't help you, shininess actually tells how specular light will be spread. Big value - you will have really hard specular fall-off; small value (under 15) - specular will be very widely spread and will hardly had any fall-off.

Now to achieve white color in game you have to:
1. texture with RGB values around 208 -> 80% is already full white in our games
2. vertex colors on model have to be on value 0.5
3. Diffuse in material set to 1.0, 1.0, 1.0

Once you will have all of this things right you will. Also I advise you to start with simple shader: "dif.spec" without reflection so you will get a grip and feel of it.
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tobrago
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Re: Help, assistance, advice

#35 Post by tobrago » 16 Feb 2017 13:42

According to your recommendation, the parameters are set.

parameters:

Aliasing: Disabled
Substance: None
Shader Presets: eut2.dif.spec
Diffuse: R-0.800, G-0.800, B-0.800
Specular: R-0.200, G-0.200, B-0.200
Shininess: 10.00
Add Ambient: 0.00
Reflection: 0.00
Env Factor: R-0.500, G-0.500, B-0.500

By the way there is a new version of Blender (2.78b).
Can I install the new version?
Is there a possibility that there is a difficulty work with the blender tools?

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Re: Help, assistance, advice

#36 Post by tobrago » 05 Mar 2017 17:06

I downloaded blender tools (BlenderTools-1.7) and converter 2.0 (conversion_tools_2_0). I set the same as the previous blender tools and converters. There were problems. Blender's Version 2.78c.

Pictures
[ external image ]

[ external image ]

This is what happens when you'll try to pack mod, I turn on the option to "no archive".
When you choose no compression mode then appears in the directory but it does not work in the game.

Does someone could explain where I'm wrong, thanks for the advice. Note that in the previous tools everything is working properly.
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50keda
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Re: Help, assistance, advice

#37 Post by 50keda » 05 Mar 2017 21:15

The error that you experienced is a bug in version 1.7 and is already fixed internally. However if you pack it as zip then everything is okay with packing.

Now as it is written already on few places: content covnerted by Conversion Tools 2.0 is not compatible with game versions ETS2 1.26 or below and ATS 1.5 or below, the same thing is written on modding wiki under NOTE: http://modding.scssoft.com/wiki/Documen ... stallation

So if you are creating content for 1.26 or below you have to use old tools and BT v1.6 ;)
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tobrago
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Re: Help, assistance, advice

#38 Post by tobrago » 19 Mar 2017 17:53

Could someone explain what is happening?

Code: Select all

00:00:06.290 : <ERROR> errwarn:
00:00:06.290 : <ERROR> *** WARNING *** : /vehicle/truck/share/driver_plate.tobj: Do not use 'nocompress' for .dds files - it is ignored.
When you look at tobj file it says:

Code: Select all

map 2d
     /vehicle/truck/share/driver_plate.dds
addr
     clamp_to_edge
     clamp_to_edge
usage ui
How to solve this problem?

There were also problems of these:

Code: Select all

00:00:12.501 : <ERROR> errwarn:
00:00:12.502 : <ERROR> *** WARNING *** : /vehicle/truck/iveco_hiway/chrom_normal_16.tobj: Do not use 'nocompress' for .dds files - it is ignored.

Code: Select all

00:00:13.317 : <ERROR> errwarn:
00:00:13.320 : <ERROR> *** WARNING *** : /vehicle/truck/iveco_hiway/carpaint_normal_16.tobj: Do not use 'nocompress' for .dds files - it is ignored.

Code: Select all

00:00:07.984 : <ERROR> errwarn:
00:00:07.987 : <ERROR> *** WARNING *** : /vehicle/truck/mercedes_actros_2014/lights_normal.tobj: Do not use 'nocompress' for .dds files - it is ignored.

Code: Select all

00:00:08.070 : <ERROR> errwarn:
00:00:08.073 : <ERROR> *** WARNING *** : /vehicle/truck/mercedes_actros_2014/carpaint_normal.tobj: Do not use 'nocompress' for .dds files - it is ignored.
Although I managed to solve these problems. I opened the above file "chrom_normal_16.tobj" and deleted the line "nocompress".
Thank you in advance for advice and assistance.
:)
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Smarty
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Re: Help, assistance, advice

#39 Post by Smarty » 19 Mar 2017 19:15

"usage ui" is a shorthand for the nocompress, nomips, and color_space linear flags.

The warning you're receiving about the nocompress flag is because, as far as I know, tobjcopy only uses it to determine the output format of converted dds textures. It only produces converted dds files when the source format is tga. In this case where you're 'converting' an existing dds texture, it gets passed through directly using rescopy, so tobjcopy only handles converting the tobj from plaintext to binary. It's just complaining about having to read a line that it has no use for.

Unless conversion is failing (which would be weird for a warning vs an error), you can probably safely ignore it.

Edit:

Also, if you aren't changing those textures, you should be using a sibling base directory for them (see here) so you aren't needlessly including existing base-game resources in your mod.

If you are changing them, you should be using the tga format so that tobjcopy can make correctly formatted dds textures for you. UI and tsnmap textures are very sensitive to incorrect formats (if you end up with a DXT5 in either of these cases, the result looks pretty bad). To make the switch, all you need to do is edit the tobj to point to kittens.tga instead of kittens.dds.
Last edited by Smarty on 19 Mar 2017 21:34, edited 1 time in total.
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tobrago
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Re: Help, assistance, advice

#40 Post by tobrago » 19 Mar 2017 20:45

@ Smarty thank you very much for your prompt response.

In tobj file I deleted the line "usage ui". And now, no mistakes in "mass_convert.log".

Code: Select all

map 2d
     /vehicle/truck/share/driver_plate.dds
addr
     clamp_to_edge
     clamp_to_edge
Otherwise this tobj files (driver_plate.tobj) converted from the game with ConverterPIX-master.
:)
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