[REL/WIP] Arnook's SCS Containers Skin Project (V7 - 1.39 - 24/01/2021)

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Arnook
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Re: [WIP] Arnook's SCS Containers Skin Project

#21 Post by Arnook » 01 Jun 2019 12:06

Special for Abass :P

I tried something else this week, a dirty/rusty container for a change, not that satisfied with the results but the template I have doesn't really make things easy to have full coverage ...

Raffles Leasing 40ft - SCS Container

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Csabee
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Re: [WIP] Arnook's SCS Containers Skin Project

#22 Post by Csabee » 01 Jun 2019 12:31

Looking good! :)
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Mohammad
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Re: [WIP] Arnook's SCS Containers Skin Project

#23 Post by Mohammad » 01 Jun 2019 12:35

Looking great!
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Re: [WIP] Arnook's SCS Containers Skin Project

#24 Post by Lunna » 01 Jun 2019 18:23

Arnook wrote:
27 May 2019 21:08
Problem also is that SCS containers are a little wrong when it comes to the 3d model and also only the texture will be rusty, not the model, but that's alright, I needed some practice anyways lol
This could be done kinda by adding a Normal Map in blender/zmod, it could also make it look like there are scratches in the paint and that the weathering has had some ”bite”. But this requires different Nmaps for all skins because of their variation.
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xXCARL1992Xx
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Re: [WIP] Arnook's SCS Containers Skin Project

#25 Post by xXCARL1992Xx » 01 Jun 2019 18:24

and if the skins are applied as they are now with 1.35 then you would have to scratch the nmap that is actually used. for all i know you cant sue 2 nmaps on one material
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Re: [WIP] Arnook's SCS Containers Skin Project

#26 Post by Lunna » 01 Jun 2019 18:28

If im not mistaken you can have differnet Nmaps in a single material, we have ”look” system ya know :D Thought i havent messed with cargo skins so i dont know if they can use the look system. :roll:
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Re: [WIP] Arnook's SCS Containers Skin Project

#27 Post by xXCARL1992Xx » 01 Jun 2019 18:35

the looks wont help if the AO and the skin use the same material (what they have to do to work properly) those a second nmap wouldnt work

this is the way SCS does it with the randomized cargo, i dont know how far Arnook goes to do it, but if he uses a premade model from before 1.35 i think it will be different but still not really usable with 2 nmaps
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Re: [WIP] Arnook's SCS Containers Skin Project

#28 Post by Lunna » 01 Jun 2019 18:49

Well that sucks, was a good idea tho If i can say something about it myself :D
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Arnook
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Re: [WIP] Arnook's SCS Containers Skin Project

#29 Post by Arnook » 02 Jun 2019 08:08

Well... I don't have any idea of how anything you guys said works, never made/used normal maps before... :lol:

But I do see what you mean by adding some sort of fake scratches with a normal map Lunna.

However, as I said, first i'm gonna try to make all of this work in 1.35 with my limited skills and we'ell how it goes after that.

I'm affraid i'm gonna have to learn how to use blender for this project ... :cry:

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Re: [WIP] Arnook's SCS Containers Skin Project

#30 Post by xXCARL1992Xx » 02 Jun 2019 13:41

well, better now then later, i also started to learn beginning last year partially also thanks to GTM and now you see where i am :D

but trust me, with the randomized cargo system the mod would be easier for everyone if the game just chooses a skin, and not the player via drag/drop of skin files
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