Metallic Paint skin help
Re: Metallic Paint skin help
Well, i'm glad that's finally cleared up can't somebody help and make a video or summat, cause i'm as confused as f........!
Re: Metallic Paint skin help
Same here buddy. Do I still have to edit the .sii file, whatever that is, to make the skin metallic? What parts do I need to paint in black and then make an alpha channel for in photoshop? I have other stuff on my paintjob and I don't want everything paintable. does the mask setting in ets2studio allow for metallic? I don't seem to be having any luck with airbrush. Do I need to know how to edit .tobj files? I sometimes get this pop-up window in ets2studio when I load my skin into the program.
Re: Metallic Paint skin help
Can someone help me? I understand... nothing
Thanks in advance
Thanks in advance
Re: Metallic Paint skin help
Thanks, mate!Turt213 wrote: ↑22 May 2014 01:39Maybe he means this, posted 2 days back.ohaha wrote:You mean, like this?
The settings for the metallic paints are in the .sii files of the DLC,You can find the metallic flake in the new base.scs file, base\material\custom\flake_noise.dds.Code: Select all
SiiNunit { accessory_paint_job_data : color_m5.volvo.fh16_2012.paint_job { name: "Aqua Serenity" price: 11500 unlock: 0 base_color : (0, 0.0202, 0.0409) icon: "met_color5.dlc_metallics" base_color_locked: true stock: false flipflake : true flip_color : (0.0185, 0.0047, 0.0176) flake_color: (0.6239, 1, 0.913) flip_strength: 1.3 flake_uvscale : 6.900 flake_density : 1.0 flake_shininess : 20.0 flake_clearcoat_rolloff : 4.5 flake_noise: "/vehicle/truck/upgrade/paintjob/flake_pattern04.dlc_metallics.tobj" base_color_locked: false flip_color_locked: false flake_color_locked: false alternate_uvset: true } }
If you know how to edit .tobj's & dds alpha channels, you can create your own background pattern, like I have done. It's just a simple tiled image & you will need to play with the flake_uvscale to get it looking right. Here's my .sii file for you to look at,Note how the names have a 10 in them, this will allow me to create 99 more tiled patterns hehehe.Code: Select all
SiiNunit { accessory_paint_job_data : color_m10.volvo.fh16_2012.paint_job { name: "Peach Wine" price: 11500 unlock: 0 base_color : (0.2462, 0.0318, 0.0761) icon: "met_color10dlc_metallics" base_color_locked: true stock: false flipflake : true flip_color : (0.0953, 0.0193, 0) flake_color: (1, 0.5711, 0) flip_strength: 1.3 flake_uvscale : 1.1 flake_density : 1.0 flake_shininess : 20.0 flake_clearcoat_rolloff : 4.5 flake_noise: "/vehicle/truck/upgrade/paintjob/flake_pattern10.dlc_metallics.tobj" base_color_locked: false flip_color_locked: false flake_color_locked: false alternate_uvset: true } }
Happy modding, Turt
All flake noise patterns I made didn't work until I read your post.
Then I tried to copy SCS's original "flake_pattern07.dlc_metallics.tobj" and "flake_pattern07.dlc_metallics.dds", and found them working.
At first I thought it was because of the tobj file name. But I figured out that I was using a tobj file that the game was not able to recognize.
Well, the two tobj files had the same file name "test.tobj", and I used tobj editor to fill in the same path "/vehicle/truck/upgrade/paitjob/test.dds". One "test.tobj" worked but the other didn't work. I calculated MD5 for both "test.tobj" and found them different. The one didn't work was produced by ETS2 Studio, and the working one was copied from extraction of base.scs.
Re: Metallic Paint skin help
Sorry for getting here after so many years, but my actual problem is that there is no way that I could use a custom flake noise, a perfect 512x512 pattern, and wrapping it around my truck, so that it looked fine. I followed the whole thread, read it again and again, and the one thing that perhaps detains the secret result, might really be "playing with flake_uvscale". But I cannot set it right. I mean, seems that the variables for that string are next to infinite, since one has only to write the correct number, so that the pattern/flake_noise works fine. But numbers from 0.1 to 98, for instance, would be an again next-to-infinite hours of work when going on with trial and error! Since I have to load again and again my profile every time just to test the results, which is terribly time consuming in this case.
Now, is there a system that could help me in some way?
Working on the DAF XF Euro 6, I am getting garbled flake around the truck but not ton the roof, mostly. If I set to "true" the string "alternate_uvset", I don't get my image to appear in the right places, although this is very comprehensible (yes, because I am not only trying to create a metallic paintjob per se: I am using an image as well!). So it REALLY might be all a matter of finding the rght number for "flake_uvscale", but it could be useful to find a way to see the results snappy. Perhaps using some kinda specific software?
Thank you.
Now, is there a system that could help me in some way?
Working on the DAF XF Euro 6, I am getting garbled flake around the truck but not ton the roof, mostly. If I set to "true" the string "alternate_uvset", I don't get my image to appear in the right places, although this is very comprehensible (yes, because I am not only trying to create a metallic paintjob per se: I am using an image as well!). So it REALLY might be all a matter of finding the rght number for "flake_uvscale", but it could be useful to find a way to see the results snappy. Perhaps using some kinda specific software?
Thank you.
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Re: Metallic Paint skin help
use an existing skin to get the right scales for every part of the truck, the metallic paintjob dlc for example uses custom flakes that fit over the whole truck, or the christmas paintjobs from the events if you have them
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Re: Metallic Paint skin help
I assume that when you say…
The fact is that I have read every .sii file from DLC metallics already. Working on this paint job on the DAF XF Euro 6, I have opened the corresponding file from the DLC. I have tried everything, meaning every decent number.
If I try to use SCS's mention DLCs' flakes, apart from my image that doesn't fit clearly (because I am using the string "alternate_uvset" set to true just for test purposes), everything goes perfectly. As soon as I use a 512x512 flake DDS file (blank file and flake pattern only in Alpha channel, obviously), it simply doesn't fit, and it looks unscaled on different parts of the truck, strangely. I have litterally copied and pasted the values from .sii DLC file to mine, and still doesn't fit.
Apart from ovious differences between base and flake colors, here are the .sii/.sui files.
DLC Metallics, file "color_m3.dlc.metallics.sii":
My "metallic.sui" file, as part of my MOD in def folder:
Oh, and by the way, I own Steams Christmas paint jobs from 2019 (or was it 2020? Cannot remember), but I cannot take a look, since I ignore their path and position within Steam folder (I presume it's inside that one, but wouldn't know where to look)…
Anyway, I really appreciate your help, @xXCARL1992Xx. Should you have a way to help me more, please do. I am hanging on your every word. Thanks again.
…you mean that I opened the .sii files for an existing skin, right?use an existing skin to get the right scales for every part of the truck
The fact is that I have read every .sii file from DLC metallics already. Working on this paint job on the DAF XF Euro 6, I have opened the corresponding file from the DLC. I have tried everything, meaning every decent number.
If I try to use SCS's mention DLCs' flakes, apart from my image that doesn't fit clearly (because I am using the string "alternate_uvset" set to true just for test purposes), everything goes perfectly. As soon as I use a 512x512 flake DDS file (blank file and flake pattern only in Alpha channel, obviously), it simply doesn't fit, and it looks unscaled on different parts of the truck, strangely. I have litterally copied and pasted the values from .sii DLC file to mine, and still doesn't fit.
Apart from ovious differences between base and flake colors, here are the .sii/.sui files.
DLC Metallics, file "color_m3.dlc.metallics.sii":
Code: Select all
SiiNunit
{
accessory_paint_job_data : color_m3.daf.xf_euro6.paint_job
{
name: "Carbon Olive"
price: 11500
unlock: 0
icon: "met_color3.dlc_metallics"
base_color : (0.0512, 0.0544, 0.0356)
stock: false
flipflake : true
flip_color : (0.0202, 0.0251, 0.0185)
flake_color: (0.7011, 1, 0.3515)
flip_strength: 1.3
flake_uvscale : 95.0
flake_density : 1.0
flake_shininess : 20.0
flake_clearcoat_rolloff : 4.5
flake_noise: "/vehicle/truck/upgrade/paintjob/flake_pattern01.dlc_metallics.tobj"
base_color_locked: false
flip_color_locked: false
flake_color_locked: false
alternate_uvset: true
}
}
My "metallic.sui" file, as part of my MOD in def folder:
Code: Select all
# Mods Studio 2 - metallic options
flake_clearcoat_rolloff: 4.5
flake_color: (0.8711, 0.5094, 0.0012)
flake_density: 1.0
flake_shininess: 20.0
flake_uvscale: 95.0
flake_color_locked: false
flake_noise: "/vehicle/truck/upgrade/paintjob/goveg_f.tobj"
# flake_noise: "/vehicle/truck/upgrade/paintjob/flake_pattern01.dlc_metallics.tobj"
flip_color: (0.095300, 0.019300, 0.000000)
flip_strength: 1.3
flipflake: true
flip_color_locked: false
alternate_uvset: true
Anyway, I really appreciate your help, @xXCARL1992Xx. Should you have a way to help me more, please do. I am hanging on your every word. Thanks again.
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Re: Metallic Paint skin help
your image is 512x512 big, 95 might be to much, the metallic DLC also has 512 flake pattern and they use 48 for the UV scale, try this
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Re: Metallic Paint skin help
Well, Metallic DLC "Carbon Olive" paintjob has actually a value of 95 in "flake_uvscale" string, while others ("Digitized Reality" for instance), have a value way lower, like 4.322.
Anyway, I have found Steam paint jobs in the end.
And I understood something last night, upon further research: that one cannot have an image on different parts of the truck AND a flake noise (taht will correctly wrap around the truck itself): the string "alternate_uvset" is very much needed, and that's the first point that I will try. Furthermore, at lest Steam paintjobs use images of size 2048x2048 unlike mine, which is 4096, and without texts since their images only appear in the lower right corner, meaning that they are using different templates, that I need to find, unless I wanna go on with a total and blind trial and error method. I in fact found 'some" templates for "alternate_uvset" but not for all trucks models and cabs, so it might be a difficult work. But still… interesting.
Thank you for your help, @xXCARL1992Xx.
Anyway, I have found Steam paint jobs in the end.
And I understood something last night, upon further research: that one cannot have an image on different parts of the truck AND a flake noise (taht will correctly wrap around the truck itself): the string "alternate_uvset" is very much needed, and that's the first point that I will try. Furthermore, at lest Steam paintjobs use images of size 2048x2048 unlike mine, which is 4096, and without texts since their images only appear in the lower right corner, meaning that they are using different templates, that I need to find, unless I wanna go on with a total and blind trial and error method. I in fact found 'some" templates for "alternate_uvset" but not for all trucks models and cabs, so it might be a difficult work. But still… interesting.
Thank you for your help, @xXCARL1992Xx.
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Re: Metallic Paint skin help
flake noise uses one of the RGB channels (alpha i think) and cant be used with a mask paintjobs, it only works with airbrush, the flake texture will be just layered over your skin, flake_uvscale just tells the game how often the flake should be repeated, if you use 0 your flake texture will be laid 1:1 over your paintjob, the bigger the value the smaller is the flake effect from what i tested
the Carbon paintjob uses a bigger value because the flake texture is 256x256px in dimensions and not 512x512 like the other skins in this DLC
also, alternate_uvset should be forgotten, it was used for the older trucks to create paintjobs that can be mirrored and so to cut down on time to create them, the moment you make more complex skins alt_uv will be useless, the newer trucks (Scania 2016, Renault Range T, MAN TGX E6, International Lonestar, Mack Anthem, Westernstar 49X and Freightliner Cascadia) dont even have an alternativ UV layer anymore and it wont come back for any future truck
those are the 2 deffiles for the Carbon paintjob i made for the Cascadia, it uses the SCS flake texture and some custom values
and this is the result
[ external image ]
because you use the XF E6 you dont necessarily need the accessory.sii if you dont use the custom painted bumpers from the XF Tuning DLC
the Carbon paintjob uses a bigger value because the flake texture is 256x256px in dimensions and not 512x512 like the other skins in this DLC
also, alternate_uvset should be forgotten, it was used for the older trucks to create paintjobs that can be mirrored and so to cut down on time to create them, the moment you make more complex skins alt_uv will be useless, the newer trucks (Scania 2016, Renault Range T, MAN TGX E6, International Lonestar, Mack Anthem, Westernstar 49X and Freightliner Cascadia) dont even have an alternativ UV layer anymore and it wont come back for any future truck
those are the 2 deffiles for the Carbon paintjob i made for the Cascadia, it uses the SCS flake texture and some custom values
Code: Select all
SiiNunit
{
accessory_paint_job_data : carbon.freightliner.cascadia2019.paint_job
{
name: "Carbon Fiber"
price: 11500
unlock: 0
icon: "freightliner_cascadia2019/paintjob/carbon"
base_color : (0.0512, 0.0544, 0.0356)
stock: false
flipflake : true
flip_color : (0.0202, 0.0251, 0.0185)
flake_color: (0.7011, 1, 0.3515)
flip_strength: 1.3
flake_uvscale : 25.6 #95.0
flake_density : 1.0
flake_shininess : 20.0
flake_clearcoat_rolloff : 4.5
flake_noise: "/vehicle/truck/upgrade/paintjob/flake_carbon.tobj"
base_color_locked: false
flip_color_locked: false
flake_color_locked: false
}
}
Code: Select all
SiiNunit
{
simple_paint_job_data : .ovr0
{
flake_uvscale: 12.800000
flake_vratio: 0.500000
acc_list[]: "bumper.aero_pt"
acc_list[]: "bumper.fog_aero_pt"
acc_list[]: "bumper.fog_std_pt"
acc_list[]: "bumper.std_pt"
acc_list[]: "cabdefl.day_std"
acc_list[]: "sideskirt.lng200_pt"
acc_list[]: "sideskirt.lng200_pt_a"
acc_list[]: "sideskirt.lng240_pt"
acc_list[]: "sideskirt.lng240_pt_a"
acc_list[]: "sideskirt.mid200_pt"
acc_list[]: "sideskirt.mid200_pt_a"
acc_list[]: "sideskirt.mid220_pt"
acc_list[]: "sideskirt.mid220_pt_a"
acc_list[]: "sideskirt.shr160_pt"
}
simple_paint_job_data : .ovr1
{
flake_uvscale: 12.800000
acc_list[]: "cabdefl.day_aero"
acc_list[]: "cabdefl.s48_aero"
acc_list[]: "cabdefl.s72_xt_a"
acc_list[]: "cabdefl.s72_xt_ax"
}
simple_paint_job_data : .ovr2
{
flake_uvscale: 6.400000
flake_vratio: 0.500000
acc_list[]: "sideskirt.lng200_e"
acc_list[]: "sideskirt.lng200_eal"
acc_list[]: "sideskirt.lng240_e"
acc_list[]: "sideskirt.lng240_eal"
acc_list[]: "sideskirt.mid200_e"
acc_list[]: "sideskirt.mid200_eal"
acc_list[]: "sideskirt.mid220_e"
acc_list[]: "sideskirt.mid220_eal"
acc_list[]: "sideskirt.shr120_e"
acc_list[]: "sideskirt.shr120_eal"
acc_list[]: "sideskirt.shr160_e"
acc_list[]: "sideskirt.shr160_eal"
}
simple_paint_job_data : .ovr3
{
flake_uvscale: 6.400000
flake_vratio: 0.250000
acc_list[]: "sunshield.stock"
}
simple_paint_job_data : .ovr4
{
flake_uvscale: 6.400000
acc_list[]: "mirror.paint"
acc_list[]: "mirror.chrome"
acc_list[]: "mirror.plastic"
}
simple_paint_job_data : .ovr5
{
flake_uvscale: 6.400000
acc_list[]: "fl_mirror.paint"
acc_list[]: "fr_mirror.paint"
}
}
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because you use the XF E6 you dont necessarily need the accessory.sii if you dont use the custom painted bumpers from the XF Tuning DLC
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