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Specular map help please


Reflected

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Have you loaded it into the model viewer and printed out the Lua File on it? Check to see if it is loading any default dds files you don't want? I feel bad jumping in on this because I feel you know way more then I do and I'm just a sad reply. I find dds files I have forgot to make this way to get something to work right. Best of luck. Make sure you didn't make a mistake giving a Spec file the wrong number or marking it as Diffuse


Edited by DishDoggie
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On 3/12/2022 at 10:09 PM, prccowboy said:

are you using specular or roughmet? to me it looks like you have a roughmet texture that is getting treated as specular

Exactly. But how can I a) make it be treated as a roughmet ( changing the 2 to ROUGHNESS METALLIC in the description.lua didn't help) or b) tune the spec map to have metallic properties?

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10 hours ago, Reflected said:

Exactly. But how can I a) make it be treated as a roughmet ( changing the 2 to ROUGHNESS METALLIC in the description.lua didn't help) or b) tune the spec map to have metallic properties?

a) using ROUGHMET: AFAIK, for the old models with specular, you need to create a default roughmet texture or your custom roughmets won't load. (not sure why this is but it's the only way I can get roughmets working on old models). To do this, create a default roughmet that mimics the default specular, add _roughmet to the filename and put the file in one of the mapped texture folders; ex: create a "kc_135_body_1_roughmet.dds" file and put it in \Bazar\TempTextures. (note: doing this will change ALL liveries to use the roughmet you just created as default - which is why I said to mimic the default specular). Once you have a default roughmet, you can use your custom roughmets in your liveries by changing the lua accordingly, ex: 

"kc_135_body_1",    ROUGHNESS_METALLIC ,    "kc_135_body_1_roughmet", false};

b) using SPECULAR: since there is no metallic property data, you will need to change your diffuse accordingly (make it look like metal instead of the white that you have above) and add a high reflectivity to the specular

see:

 

 


Edited by prccowboy
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