Metallic Paint skin help

PsyaNyde
Posts: 3
Joined: 05 Feb 2016 10:40

Re: Metallic Paint skin help

#21 Post by PsyaNyde » 18 Mar 2016 00:37

Well, i'm glad that's finally cleared up :shock: can't somebody help and make a video or summat, cause i'm as confused as f........!
User avatar
VaasOne
Posts: 365
Joined: 10 Apr 2016 08:42
Location: Somewhere in Romania

Re: Metallic Paint skin help

#22 Post by VaasOne » 15 Jun 2016 16:35

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.
User avatar
RodriGM15
Posts: 1499
Joined: 22 Jul 2015 11:55
Location: Spain

Re: Metallic Paint skin help

#23 Post by RodriGM15 » 26 Mar 2017 17:39

Can someone help me? I understand... nothing :lol: :lol:
Thanks in advance
User avatar
CCFAN
Posts: 36
Joined: 05 Sep 2017 21:17

Re: Metallic Paint skin help

#24 Post by CCFAN » 17 Feb 2018 04:14

Turt213 wrote: 22 May 2014 01:39
ohaha wrote:You mean, like this?
Maybe he means this, posted 2 days back.

The settings for the metallic paints are in the .sii files of the DLC,

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
}
}
You can find the metallic flake in the new base.scs file, base\material\custom\flake_noise.dds.

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,

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
}
}
Note how the names have a 10 in them, this will allow me to create 99 more tiled patterns hehehe.


Happy modding, Turt
Thanks, mate!

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.
User avatar
MacCekko
Posts: 291
Joined: 08 Apr 2019 09:36
Location: Florence (Italy)

Re: Metallic Paint skin help

#25 Post by MacCekko » 14 May 2021 21:21

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.
MoBo Asus ROG Strix Z790-F Gaming WiFi • Intel Core i7-13700KF (13th Gen) @ 3.4 GHz • Asus ROG Strix Nvidia GeForce RTX 4090 24 Gb • 32 Gb RAM • Win 10 Pro 64-bit • Asus ROG STRIX XG32UQ 32" monitor @ 4K (3840x2160) & 160 Hz
User avatar
xXCARL1992Xx
Posts: 16462
Joined: 17 Aug 2016 12:18
Contact:

Re: Metallic Paint skin help

#26 Post by xXCARL1992Xx » 14 May 2021 21:27

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
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
[ external image ]
User avatar
MacCekko
Posts: 291
Joined: 08 Apr 2019 09:36
Location: Florence (Italy)

Re: Metallic Paint skin help

#27 Post by MacCekko » 15 May 2021 00:48

I assume that when you say…
use an existing skin to get the right scales for every part of the truck
…you mean that I opened the .sii files for an existing skin, right?
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
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.
MoBo Asus ROG Strix Z790-F Gaming WiFi • Intel Core i7-13700KF (13th Gen) @ 3.4 GHz • Asus ROG Strix Nvidia GeForce RTX 4090 24 Gb • 32 Gb RAM • Win 10 Pro 64-bit • Asus ROG STRIX XG32UQ 32" monitor @ 4K (3840x2160) & 160 Hz
User avatar
xXCARL1992Xx
Posts: 16462
Joined: 17 Aug 2016 12:18
Contact:

Re: Metallic Paint skin help

#28 Post by xXCARL1992Xx » 15 May 2021 06:51

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
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
[ external image ]
User avatar
MacCekko
Posts: 291
Joined: 08 Apr 2019 09:36
Location: Florence (Italy)

Re: Metallic Paint skin help

#29 Post by MacCekko » 15 May 2021 14:02

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.
MoBo Asus ROG Strix Z790-F Gaming WiFi • Intel Core i7-13700KF (13th Gen) @ 3.4 GHz • Asus ROG Strix Nvidia GeForce RTX 4090 24 Gb • 32 Gb RAM • Win 10 Pro 64-bit • Asus ROG STRIX XG32UQ 32" monitor @ 4K (3840x2160) & 160 Hz
User avatar
xXCARL1992Xx
Posts: 16462
Joined: 17 Aug 2016 12:18
Contact:

Re: Metallic Paint skin help

#30 Post by xXCARL1992Xx » 15 May 2021 14:25

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

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"
}
}
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
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
[ external image ]
Post Reply

Return to “Help center - player to player”

Who is online

Users browsing this forum: No registered users and 10 guests