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An issue with a paint job... Not sure which patch caused it...


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Posted

I haven't flown the 51 for a while so I don't know which patch caused the trouble but here it is...

 

My Canon race paint used to look like this...

 

5tqIges.jpg

 

But now it looks like this...

 

Z6n5zkV.jpg

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted
Looks like a specular map issue.

It sure is. If you look at the default tf-51 schemes, you will see the same issue.

My Liveries

https://www.digitalcombatsimulator.com/en/files/filter/user-is-Strider32/apply/

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  • 8 months later...
Posted

OK so I took a look through the Tutorial by SithSpawn (Thank you sir... BTW...) and I've renamed my spec maps and changed my discription lua to load the renamed files...

 

But I get this...

 

MAZ8S7R.jpg

 

then...If I only tell the sim to load the paint files (I assume it loads the default roughmet layers when it can't find the specified ones) then I get this...

 

rx8iMMp.jpg

 

The colors are correct in the second one with the default roughmets but they still don't quite look right as you can see in the rear part of the fuselage...

 

 

Any ideas?

 

Do I just need to start grabbing layers (shadow layer for A/O and whatever layers that correspond to different paint finishes etc...) and throw them into RGB channels of a new roughmet layer?

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted (edited)

I'm pretty new at the DCS repaint scene, but, from what I've read and from talking to the Belsimtek devs I've been able to harness the power if the spec file. Are you still ha in an issue? If so PM me. No, it's not about taking your paint and subdividing it into RGB channels. I assume you're referring to the square shadow at rear fuse and the square shadow at wing root?

Edited by 000rick000

Cheers,

 

Rick

CSEL\CMEL\IFR

Certified Airplane Nut

Posted

That's part of it but also... they're shots of the same paint scheme.

 

In both screenshots the wings should look like the bottom from a color standpoint. One (the top) is with my spec maps renamed and loaded as roughmets (via info in this thread - https://forums.eagle.ru/showpost.php?p=3247349&postcount=1 ) and the other (the bottom) is with my paint but I believe it's loading the default roughmet files.

 

So it's an issue with converting the skin to the new PBR lighting system that uses "roughmet" files and away from the old specular system that used the "Spec" files.

 

I think :).

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted

That link was extremely helpful! So I understand what does what but, I'm not clear on what models use roughmets? Dies all of DCSv2.2 use Roughmets? If so then I can probably help you as I think I understand the problem. If it's not... Then I'm more confused about what PBR is...Does the F-86 for v2.2 use Roughmets? I thought it did. I had to build my custom Spec file from the kit to use the RGB channels as described in that link to make the aircraft appear like aluminum or like a painted aluminum surface. The only thing that I'm confused with is SPEC+JSON. Which I've never heard of... Is that what pre-1.5.8 used?

Cheers,

 

Rick

CSEL\CMEL\IFR

Certified Airplane Nut

Posted

JSON is a way to convert a file made with the SPEC technique to the PBR technique... but as I understand from that link it's not really perfect.

 

So... 1.5.8 used Spec. One can use a JSON script to convert that to PBR.

 

JSON is a scripting language.

 

It sounds to me like if you've created a spec layer using the R, G and B channels on an F86 to make the material look correct that what you really were doing was the PBR technique... but you had just named the file as a spec file.

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

Posted

Ok, so sounds like what you said and what the link you shared shared said is what I did. So that means the Saber and the mirage are using PBR in v2.2+. So all things being equal, I could probably help you fix your issue. As far as know the SDK is closed and so there's no official guide to painting. However I used War Thunders SDK for PBR. To me, it sounds like a combo of issues. If you've done these than forgive my ignorance.

 

1. Remove the AO (Shadow) layer from the Albedo texture (old diffuse).

 

2. You need to ensure the colors you are using Sheree to the standard color palette which we're going to assume that they do, and ensure that their brightness is set for the type of material each part of you r paint is. So blue, would be blue paint over aluminum surface. Consult the War Thunder SDK, but there is a brightness value threshold that will correspond to "paint".

 

3. Next you need to edit the RGB channels appropriately for the type of surface appearance you want. That guide you posted is what I did, although I didn't use that guide!

Cheers,

 

Rick

CSEL\CMEL\IFR

Certified Airplane Nut

  • 1 month later...
Posted

OK I finally got this working :). Indeed I had not defined the roughmets in the description lua. I'm now using solid roughmets and will be tuning them to make the materials look correct. I'll post here when done just because it will bring the thread to a nice close ;)

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

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