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Post by Rancor022 on Oct 16, 2020 15:20:28 GMT
Haircards in PNG Format did use Alpha Channels. Does xNormal work with Alpha Channels ? The alphas are in separate files for Squadrons, so that's not an issue.
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Post by Rancor022 on Oct 16, 2020 15:27:18 GMT
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Post by BadHorse on Oct 18, 2020 14:48:16 GMT
At some point you just have to stop tinkering with it and call it done. Say goodbye to your free time: Link
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Post by Rancor022 on Oct 19, 2020 1:17:30 GMT
BadHorse so I take it you haven't had any success with the hair texture re-baking either? I've been playing around with different settings, but still no luck yet.
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Post by gerdzerlkinerfdamahn on Oct 19, 2020 11:58:49 GMT
Now that the game's out, does anyone have the Star Destroyer's turbolasers, tractor beams, turrets, missiles, ion cannons, etc.? Those are the only things missing on that model that haven't been extracted yet, as far as I know of.
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Post by rscott on Oct 19, 2020 18:09:14 GMT
BadHorse so I take it you haven't had any success with the hair texture re-baking either? I've been playing around with different settings, but still no luck yet. Hmmm, I just played with it for the morning..and it boils down to what I think is a second UV on the Hair_Cap just to add the Grey hair and Streak. I can barely get it to work but it trashes the overall hair shader in the Process. It is Mashing all the Hair cards down to a small portion of the Hair-Cap, to get to the gradient texture n the corner. That may help you figure out the direction to go...but IMHO it is a total waste of time...Personally I would just delete that second UV and do the same thing assigning the Grey section of the Specular map adding a second texture and ramping up the specular and using the Alpha Mask to the streak the hair. you can see on the Face Texture where the streak is supposed to start so that is a good reference... All in all it is a really badly done...under texture for the hair on the face map is too high to be useable...alpha mask is really chunky, should have used a brush half the size for the hair and mask. Can be fixed but not without some time and effort... seems they got started, gave up saying to themselves., "there will be a helmet over this anyway"!
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Post by Rancor022 on Oct 20, 2020 1:27:05 GMT
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Post by Der Blaue Klaus on Oct 20, 2020 12:25:44 GMT
At some point you just have to stop tinkering with it and call it done. Say goodbye to your free time: LinkI have a question please: There are maps with _Sm ... is this specular? thank you
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Post by rscott on Oct 20, 2020 14:12:28 GMT
At some point you just have to stop tinkering with it and call it done. Say goodbye to your free time: LinkI have a question please: There are maps with _Sm ... is this specular?thank you Yes, But if using Blender it works far better as a Roughness Map and Metallic. In another render engine, Specular and Metallic might look ok. In Blender just use the Separate RGB and split like shown here...Just one of the crates that had an SM Map... Note: In Blender on things like the Large Crate...better to add the maps to one, and then Join the 3 sections, then you won't have to duplicate the materials for each one...
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Post by BadHorse on Oct 20, 2020 17:06:56 GMT
According to the Frosty devs, the "S" in the SooG "CS" textures stands for smoothness (sometimes called glossiness), which is the inverse of roughness and the source of the "Sm" in the parsed texture filenames. From what I can glean, they (EA/DICE/Motiv) mostly supplement the lack of an actual specularity texture in their PBR workflow with a metalness texture where needed. Even though smoothness and specularity are not the same thing, I've admittedly used the smoothness texture in the specularity shader slot, albeit with a scaling node to temper its impact. There's an interesting conversation about the different PBR workflow approaches here.
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Post by Der Blaue Klaus on Oct 20, 2020 17:24:24 GMT
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Post by BadHorse on Oct 20, 2020 20:04:14 GMT
BadHorse so I take it you haven't had any success with the hair texture re-baking either? I've been playing around with different settings, but still no luck yet. I finally got a chance to look at it, and I think you've found one of the circumstances under which trans-channel UV re-baking will not work. The fact that the UV "islands" are overlapping in the UV channels is not in and of itself a problem. This is a common practice especially with normal map UV islands due to their tendency to take advantage of symmetrical features. It's even okay to have overlapping islands in the destination UV channel, but only if they are overlapping consistently between the two channels. With your hair cards, this is not the case. The overlap of hair card UV2 islands is not consistent with the overlap of the UV1 islands. Does that make sense?
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Post by Rancor022 on Oct 20, 2020 23:50:00 GMT
BadHorse so I take it you haven't had any success with the hair texture re-baking either? I've been playing around with different settings, but still no luck yet. I finally got a chance to look at it, and I think you've found one of the circumstances under which trans-channel UV re-baking will not work. The fact that the UV "islands" are overlapping in the UV channels is not in and of itself a problem. This is a common practice especially with normal map UV islands due to their tendency to take advantage of symmetrical features. It's even okay to have overlapping islands in the destination UV channel, but only if they are overlapping consistently between the two channels. With your hair cards, this is not the case. The overlap of hair card UV2 islands is not consistent with the overlap of the UV1 islands. Does that make sense? Somewhat. Interesting! Looks like for C4D renders I'll have to continue making my own base color textures. Thanks for taking a look!
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Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Oct 21, 2020 18:27:09 GMT
I finally got a chance to look at it, and I think you've found one of the circumstances under which trans-channel UV re-baking will not work. The fact that the UV "islands" are overlapping in the UV channels is not in and of itself a problem. This is a common practice especially with normal map UV islands due to their tendency to take advantage of symmetrical features. It's even okay to have overlapping islands in the destination UV channel, but only if they are overlapping consistently between the two channels. With your hair cards, this is not the case. The overlap of hair card UV2 islands is not consistent with the overlap of the UV1 islands. Does that make sense? It's possible to work around this issue by using Blender to create a new, unwrapped UV map and rebaking the textures to fit the new UVs. Here's a fixed mesh and rebaked textures for the provided files: mega.nz/file/yoln0CaZ#69JUKzGK938qYhYESlbWcOy39ZMjpghaaowqeDitZgQ
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Post by Rancor022 on Oct 21, 2020 19:30:09 GMT
Interesting! I've almost got it to work in C4D as well, but there are some inconsistencies. On the left if my re-bake attempt: i.ibb.co/Fxghj70/Untitled-1.jpgStym dumb question since I don't use Blender, how exactly do you go about adding a new unwrapped UV?
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Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Oct 21, 2020 20:14:47 GMT
Stym dumb question since I don't use Blender, how exactly do you go about adding a new unwrapped UV? 1. With the mesh selected, press the "+" button to create a new UV map: 2. Select the newly created UV map, open the "UV Editing" tab, click the "UV" menu item and then "Unwrap": 3. If done correctly, the UV editor should now look like this: From there, the textures can either be rebaked using Blender or another program. After rebaking, delete "UVChannel0" and "UVChannel1" and export the mesh in order to use the new UV map.
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Post by Rancor022 on Oct 21, 2020 20:23:37 GMT
Stym, thanks! And I also just did figure out how to do it correctly in C4D as well!
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Post by BadHorse on Oct 21, 2020 22:26:20 GMT
Stym , I've actually used this method before (i.e. creating a whole new UV map without island overlap to be used as the re-bake target mesh) and it works like a charm. Hair cards should work especially well due to their very simple geometry. The only downside is that the output texture needs to be a bit bigger, or you end up sacrificing some of the source texture data due to relatively smaller target UV islands, but maybe that's an acceptable compromise.
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Post by Der Blaue Klaus on Oct 22, 2020 16:42:32 GMT
BadHorse, can you provide the original DDS texture from the Imperial Hangar please? PNG does not support RGBA so some textures are missing ... Or can you tell me how to extract them from the provided files from Corraashu please? Thank you very much!
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Post by BadHorse on Oct 22, 2020 23:42:31 GMT
BadHorse , can you provide the original DDS texture from the Imperial Hangar please? PNG does not support RGBA so some textures are missing ... Or can you tell me how to extract them from the provided files from Corraashu please? Thank you very much! PNG does support RGBA. All of the original textures with the alpha channel intact are in the folder labeled SooG (straight out of game). With that said, there is a workaround that you can use to extract textures yourself from Squadrons using standard Frosty. It'll crash if you try to open any meshes, but so far it's been pretty reliable for textures. 01) Go to your Squadrons installation directory. In the same folder, make a copy of "starwarssquadrons.exe" and rename it "bfv.exe". This will trick Frosty into using the "Battlefield V" profile. 02) Open Frosty, pick the "New" button, and then navigate to and select your "bfv.exe" file. 03) "Star Wars: Squadrons" should now show up in your list of configurations to choose from. Select it. 04) You'll get a message saying that "The SDK for profile 'Battlefield V' is out of date". Dismiss this message by clicking the 'X' in the upper right corner. That should do it. You should now be able to navigate the Squadrons game assets and view/extract textures. Again, viewing/extracting meshes will not work, but you're welcome to try if you enjoy watching Frosty crash.
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Post by Der Blaue Klaus on Oct 23, 2020 6:58:19 GMT
BadHorse, ahh cool .... thank you! how can I extract models from the game ... is it only possible with the privat Frosty version or is there another way too? thank you!
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Junos
New Member Lvl 2
Posts: 10
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Post by Junos on Oct 23, 2020 7:17:45 GMT
Now that the game's out, does anyone have the Star Destroyer's turbolasers, tractor beams, turrets, missiles, ion cannons, etc.? Those are the only things missing on that model that haven't been extracted yet, as far as I know of. Crossing my fingers for these. Can't wait to see them available
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Post by stargate38 on Oct 23, 2020 22:48:56 GMT
BadHorse, Where can I get that private Frosty version? I want to try it out, just to see if it works on a game I have installed on my PC.
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Oct 24, 2020 13:24:16 GMT
BadHorse, Where can I get that private Frosty version? I want to try it out, just to see if it works on a game I have installed on my PC. Please!
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Post by Der Blaue Klaus on Oct 24, 2020 13:38:25 GMT
they said it's privat ... so they will keep it privat until it will be released officially ... so don't expect answers for this
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Post by stargate38 on Oct 24, 2020 17:56:00 GMT
So how did BadHorse get a hold of it?
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Post by Rancor022 on Oct 24, 2020 19:49:00 GMT
So how did BadHorse get a hold of it? It's private in that only a few of us have it. We were asked not to share it for now.
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Post by Warhammer_81 on Oct 24, 2020 19:49:14 GMT
So how did BadHorse get a hold of it? He's special, and he has connections.
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Post by stargate38 on Oct 24, 2020 20:58:56 GMT
BadHorse, Any chance you could PM a link to your private Frosty copy to me? I really want to see the new features.
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Post by Rancor022 on Oct 24, 2020 21:34:05 GMT
BadHorse, Any chance you could PM a link to your private Frosty copy to me? I really want to see the new features. There's no new features. It's literally the standard 1.0.5.9 build but modified to extract meshes from Squadrons.
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