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Post by BadHorse on May 16, 2021 15:43:54 GMT
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Post by Warhammer_81 on May 16, 2021 16:14:27 GMT
Looking at corraashu's release of the TIE Interceptor model there are two versions with different wing panel textures. The "Legendary" version "veh_emp_hunt_tieinterceptor_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_Legendary_02_NMA" and the "Standard" version "veh_emp_hunt_tieinterceptor_banger_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_NMA". The tiling is arranged differently for each version but I can confirm they both work correctly.
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Post by abeja on May 16, 2021 17:18:21 GMT
abeja punkuser The meshes in my archive only have 2 UV channels, and the textures apply perfectly fine. OK, I guess the problem is in my end, thanks for checking.
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Post by punkuser on May 16, 2021 20:11:46 GMT
Frosty will tell you the scaling factor used for the various textures associated with a mesh under the materials tab. Interesting - yeah I ran into one other case on a different model where it seemed like there was some scale factor applied to the UVs so I'll check out Frosty and see what I can learn. I seem to remember that I scaled and re-baked everything into the same UV channel, so that the wing frame and panels used the same shader. Makes sense. Curiously what tool did you use for that? Separate UVs or even scaling isn't a huge issue for me here but would be ideal to be a bit more uniform. Thanks for the links to the X/Y-wings! Do you have a general archive that I should be looking at Bad Horse or mostly individual posts in this thread? [Edit: Was able to sort out the X-Wing texturing problem... turns out it was just because the X-Wing doesn't have a UV1 unlike the other ones. It's textures all just use UV0.] Thanks again all for the help and extracted data! Lots of fun to play with.
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Post by punkuser on May 16, 2021 20:34:01 GMT
Looking at Badhorse's release of the TIE Interceptor model there are two versions with different wing panel textures. The "Legendary" version "veh_emp_hunt_tieinterceptor_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_Legendary_02_NMA" and the "Standard" version "veh_emp_hunt_tieinterceptor_banger_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_NMA". The tiling is arranged differently for each version but I can confirm they both work correctly. Do you have a link to Badhorse's version by chance? I've been going mostly off of corraashu's archive so far.
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Post by Warhammer_81 on May 16, 2021 22:15:42 GMT
Looking at Badhorse's release of the TIE Interceptor model there are two versions with different wing panel textures. The "Legendary" version "veh_emp_hunt_tieinterceptor_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_Legendary_02_NMA" and the "Standard" version "veh_emp_hunt_tieinterceptor_banger_mesh.fbx" uses "T_Veh_Emp_Hunt_TieInterceptor_WingPanels_NMA". The tiling is arranged differently for each version but I can confirm they both work correctly. Do you have a link to Badhorse's version by chance? I've been going mostly off of corraashu's archive so far. My apologies the model is the same one from corraashu's archive: www.mediafire.com/file/b1fguesxh2r34j8/TieInterceptor.rar/file
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karra
New Member Lvl 1
Posts: 1
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Post by karra on May 17, 2021 6:20:15 GMT
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Post by Rancor022 on May 18, 2021 11:37:57 GMT
Has anyone had any luck with the SDK issue yet?
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Post by BadHorse on May 19, 2021 3:05:46 GMT
Has anyone had any luck with the SDK issue yet? Haven't really been trying. I don't expect there's going to be much that can be done unless the Frosty devs decide to look into it. On a slightly related note, have you taken a look at some of the new Frosty plugins? They're buggy as heck, but there's some interesting work being done. One of them corrects the composite mesh export issue in the alpha release. Another allows you to bulk export all of the textures associated with a mesh.
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Post by Rancor022 on May 19, 2021 10:57:28 GMT
Has anyone had any luck with the SDK issue yet? Haven't really been trying. I don't expect there's going to be much that can be done unless the Frosty devs decide to look into it. On a slightly related note, have you taken a look at some of the new Frosty plugins? They're buggy as heck, but there's some interesting work being done. One of them corrects the composite mesh export issue in the alpha release. Another allows you to bulk export all of the textures associated with a mesh. Interesting, I have not! I'll definitely have to give those a look!
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Post by joenpp5555 on May 24, 2021 12:16:07 GMT
Is there U-wing model with bones?
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Post by Rancor022 on May 24, 2021 13:52:42 GMT
Is there U-wing model with bones? Bones can't be extracted for vehicles at this time.
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draxii
New Member Lvl 1
Posts: 6
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Post by draxii on May 25, 2021 10:36:10 GMT
BadHorse, Can you help me understand how to put together your Hull Texture for the imperial cruiser? theres 3 different textures for it i think, "_Hull" "_HullPanelTiling" "_Tiling"
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crema
New Member Lvl 1
Posts: 2
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Post by crema on May 30, 2021 13:11:40 GMT
Has anybody been lucky enough to find Rella Sol's helmet texture? She has a personalized helmet in game but it seems like hers is not named after her. Looked through all Classic helmet textures and no luck....
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Post by Rancor022 on May 30, 2021 16:38:31 GMT
Has anybody been lucky enough to find Rella Sol's helmet texture? She has a personalized helmet in game but it seems like hers is not named after her. Looked through all Classic helmet textures and no luck.... I've searched extensively and no luck. As far as I'm aware it only appears in the pre-rendered cutscenes, so it's not in the game files at all.
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Post by abeja on May 31, 2021 0:52:05 GMT
BadHorse , Can you help me understand how to put together your Hull Texture for the imperial cruiser? theres 3 different textures for it i think, "_Hull" "_HullPanelTiling" "_Tiling" You need to combine them and connect them in the Base Color thingy, if you are using blender that is. In the picture I have added the nodes I use to add the textures to the hull. Attachments:
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draxii
New Member Lvl 1
Posts: 6
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Post by draxii on May 31, 2021 2:51:07 GMT
I am using Blender, but is there a reason it comes out really shiny? Also colors on hull don't seem to match the rest of the pieces either Attachments:
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Post by BadHorse on May 31, 2021 3:38:34 GMT
BadHorse , Can you help me understand how to put together your Hull Texture for the imperial cruiser? theres 3 different textures for it i think, "_Hull" "_HullPanelTiling" "_Tiling" You need to combine them and connect them in the Base Color thingy, if you are using blender that is. In the picture I have added the nodes I use to add the textures to the hull. Mostly correct. You don't need both normal textures. They're the same thing but on two different UV channels. I'd suggest using the UV1 version, as I've found that Blender tends to invert where there are mirrored areas in the UV map. Also, I don't believe you need to pass the AO textures through an AO node. The AO node is used to generate AO darkening, but the AO texture already has that data baked into it.
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Post by taushistation on May 31, 2021 4:05:28 GMT
im having a little trouble applying textures to the uwing from corraashu 's archive. i dont know what RGB channels hold what data in the textures. also i dont have the game so its kinda hard to get a reference. Attachments:
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draxii
New Member Lvl 1
Posts: 6
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Post by draxii on May 31, 2021 13:21:09 GMT
As far as I understand for "_CS" Textures, RGB is your base color, the Alpha is your specular then invert it for your roughness. For "_NMA" RG is your Normal map, B is your metallic, and alpha is your AO So for example, the UWing Body node setup would look something like this: Attachments:
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Post by BadHorse on May 31, 2021 15:36:42 GMT
As far as I understand for "_CS" Textures, RGB is your base color, the Alpha is your specular then invert it for your roughness. For "_NMA" RG is your Normal map, B is your metallic, and alpha is your AO So for example, the UWing Body node setup would look something like this: S is not specular, it is smoothness. You can plug it into specular if you want to and it's mostly harmless, although it may cause some surfaces to look unexpectedly wet or metallic. Like you said, it gets inverted and plugged into roughness, except you need an additional math node. Roughness = ( 1 - Smoothness ) ^ 2 Here's an excerpt from a presentation by DICE on converting Frostbite to PBR. You can see here that simply inverting smoothness will result in a surface that's perceptually too rough.
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draxii
New Member Lvl 1
Posts: 6
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Post by draxii on May 31, 2021 16:51:29 GMT
Would the node setup then be this? Attachments:
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Post by abeja on May 31, 2021 17:15:22 GMT
You need to combine them and connect them in the Base Color thingy, if you are using blender that is. In the picture I have added the nodes I use to add the textures to the hull. Mostly correct. You don't need both normal textures. They're the same thing but on two different UV channels. I'd suggest using the UV1 version, as I've found that Blender tends to invert where there are mirrored areas in the UV map. Also, I don't believe you need to pass the AO textures through an AO node. The AO node is used to generate AO darkening, but the AO texture already has that data baked into it. rscott told me to pass it thru an AO node, so that is what I'm doing ever since. As far as I understand for "_CS" Textures, RGB is your base color, the Alpha is your specular then invert it for your roughness. For "_NMA" RG is your Normal map, B is your metallic, and alpha is your AO So for example, the UWing Body node setup would look something like this: I have been doing so many things wrong. Hey, what do you do with a texture called .NOM? I think the NO is normal and the M metallic, right? So, I guess I just need to grab the RG for the normal and B for the metallic.
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Post by Rancor022 on May 31, 2021 17:36:13 GMT
I have been doing so many things wrong. Hey, what do you do with a texture called .NOM? I think the NO is normal and the M metallic, right? So, I guess I just need to grab the RG for the normal and B for the metallic. RG for normal, B for AO, and the alpha appears to be a damage map (which you probably won't need).
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Post by BadHorse on May 31, 2021 17:53:10 GMT
I have been doing so many things wrong. Hey, what do you do with a texture called .NOM? I think the NO is normal and the M metallic, right? So, I guess I just need to grab the RG for the normal and B for the metallic. RG for normal, B for AO, and the alpha appears to be a damage map (which you probably won't need). I think there's a case to be made for the NOM alpha channel being damage related, mostly because we only seem to find it on the larger capital ships that show increasing levels of damage, whereas the fighters do not. Still doesn't quite answer why it only occupies 50-100% on the histogram though. Anyone have a good screenshot of a damaged capital ship we can use for comparison? Update: I watched a few fleet battle gameplay videos, and now I'm pretty convinced that you're right about the NOM alpha channel being a damage map. Really would have been helpful if they'd given it a letter designation other than 'M'.
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Post by dlight on May 31, 2021 20:38:53 GMT
Really would have been helpful if they'd given it a letter designation other than 'M'. "M" as in Mask? Maybe.
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Post by Rancor022 on Jun 1, 2021 0:34:25 GMT
Really would have been helpful if they'd given it a letter designation other than 'M'. "M" as in Mask? Maybe. Oh yes that's probably it. Iirc didn't Battlefront have damage masks literally just labelled "mask"?
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Post by abeja on Jun 1, 2021 0:46:46 GMT
I am using Blender, but is there a reason it comes out really shiny? Also colors on hull don't seem to match the rest of the pieces either I have the same color, I think that is how it is suppose to look. If you don't like the color you can change it by it feeding to an RGB Curve and modify the the dark/light range. Here's the GR75. Do you have a download link?
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Post by BadHorse on Jun 1, 2021 1:29:47 GMT
Oh yes that's probably it. Iirc didn't Battlefront have damage masks literally just labelled "mask"? Sure, it makes sense, but 'M' was already in use for Metalness. But these are the same people who use 'A' for AO in NMA, and 'O' for AO in NOM. They're just keeping us on our toes.
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Post by gerdzerlkinerfdamahn on Jun 4, 2021 13:33:07 GMT
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