(05-03-2020, 03:29 AM)MPMOT Wrote: I'm not sure what causes bones to be messed up when importing to Blender.
I've never posted here before so sorry if I'm doing this wrong...
I had the same issue with messed-up bone weights when I tried exporting the output.bfres. When I exported the model individually (expanded the Models folder and exported NpcNmlCat23) the weights looked better
I have found lots of the houses, look for HouseDoor, HouseWall, HouseX etc etc in the Model folder. The prefix Idr is also used for indoors like nooks cranny, museum etc
05-06-2020, 05:15 AM (This post was last modified: 05-06-2020, 03:37 PM by Fluffy McMalamute.)
I tried starting with the trees (Oak, to be precise) and this is the best approximation I can currently come up with (attached).
So, when exporting the model, it had...well, a LOT of pieces. And quite a few different maps. My best guess? It uses a gradient mapping system. The *_Grd maps are color grids. My first assumption is it picks a rando color and applies it to the *_AlbGry, multiplied. But the results of the leaves were too dark. And why was the OakLeaf grid cut into fourths? So I did some experimenting and turned a couple of the horizontal rows (1 pixel high) into gradients and applied a Gradient Map, and I was happier with the results.
Still haven't figured out how to apply the other maps, including the *_Mix maps, though pulling the separate channels gives me an idea. I saw a post on here earlier about those, so I will be re-reading it to perform more tests. Hope this helps.
Also, the grass was created in a similar method, though I think it's randomness is applied more...liberally across the field.
EDIT: Found a MUCH better gradient match in the GRD and am messing with SPEC and AO Maps, newest results attached.
05-07-2020, 02:58 PM (This post was last modified: 05-07-2020, 04:17 PM by Random Talking Bush.)
Figured I'd leave this here since I've been trying to make sense of the shader setups. Here's a list of all of the texture suffixes I've seen / should be used for submissions:
Code:
_Alb = Albedo, RGB = diffuse, alpha = trans (_Crv)
_AlbEx = Albedo layer
_AlbGry = Albedo, greyscale
_AlbOry = Albedo layer
_Crv = Trans (normally the alpha channel of "_Alb", only seen separately with "mydesign" models)
_Dit = Dither pattern
_EdgCod = Edge light coordinate color
_Emi = Emission
_EmiOry = Emission layer
_Emm = Emission, alternate ("_Emi" is more commonly used)
_EmmOry = Emission layer, alternate
_ETxt = Emission for "Countdown" text
_FlrGrd = Floor color grid? (Only one is "RoomTexShareTextureFloor_FlrGrd")
_FlrOcm = Floor occlusion map?
_Grd = Color grid
_GrdEdge = Color grid, edge (Only used for Grass and GrassSnow)
_Hgt = Height map?
_Ind = Bump map?
_Mix = Various, combination of occlusion ("_Ocl"), edge light coordinate ("_EdgCod"), roughness ("_Rgh"), metalness ("_Mtl"), and specular ("_Spc")
_Mix2 = Various, only used with "ReFabric" materials
_Mtl = Metalness
_Nrm = Normal map
_Nrm2 = Secondary normal map
_Ocl = Occlusion
_OclMlp = Occlusion, alternate?
_OP = Opacity
_Rft = Lightwarp
_Rgh = Roughness
_Sft = Lightwarp mask?
_Spc = Specular
_Spm = Specular, alternate name
Additionally, it seems all clothing (or at least the shirts specifically) follow the same pattern for their "_Mix" textures -- R = _Mtl (metalness), G = _Ocl (occlusion), B = _EdgCod (edge light coordinate), A = _Rgh (roughness).
05-10-2020, 05:12 AM (This post was last modified: 05-10-2020, 02:17 PM by dogbiscut.)
(05-07-2020, 02:58 PM)Random Talking Bush Wrote: Figured I'd leave this here since I've been trying to make sense of the shader setups. Here's a list of all of the texture suffixes I've seen / should be used for submissions:
Code:
_Alb = Albedo, RGB = diffuse, alpha = trans (_Crv)
_AlbEx = Albedo layer
_AlbGry = Albedo, greyscale
_AlbOry = Albedo layer
_Crv = Trans (normally the alpha channel of "_Alb", only seen separately with "mydesign" models)
_Dit = Dither pattern
_EdgCod = Edge light coordinate color
_Emi = Emission
_EmiOry = Emission layer
_Emm = Emission, alternate ("_Emi" is more commonly used)
_EmmOry = Emission layer, alternate
_ETxt = Emission for "Countdown" text
_FlrGrd = Floor color grid? (Only one is "RoomTexShareTextureFloor_FlrGrd")
_FlrOcm = Floor occlusion map?
_Grd = Color grid
_GrdEdge = Color grid, edge (Only used for Grass and GrassSnow)
_Hgt = Height map?
_Ind = Bump map?
_Mix = Various, combination of occlusion ("_Ocl"), edge light coordinate ("_EdgCod"), roughness ("_Rgh"), metalness ("_Mtl"), and specular ("_Spc")
_Mix2 = Various, only used with "ReFabric" materials
_Mtl = Metalness
_Nrm = Normal map
_Nrm2 = Secondary normal map
_Ocl = Occlusion
_OclMlp = Occlusion, alternate?
_OP = Opacity
_Rft = Lightwarp
_Rgh = Roughness
_Sft = Lightwarp mask?
_Spc = Specular
_Spm = Specular, alternate name
Additionally, it seems all clothing (or at least the shirts specifically) follow the same pattern for their "_Mix" textures -- R = _Mtl (metalness), G = _Ocl (occlusion), B = _EdgCod (edge light coordinate), A = _Rgh (roughness).
Would you happen to know why the normal map is doing this?
Here it is without the normal map,
then plugged in it makes everything black,
but when the map is inverted then the back side almost looks right, just without lighting.
and then when it's all exported and in HLMV it's super shiny.
I have absolutely no idea what I am doing.
(05-07-2020, 02:58 PM)Random Talking Bush Wrote: Figured I'd leave this here since I've been trying to make sense of the shader setups. Here's a list of all of the texture suffixes I've seen / should be used for submissions:
Code:
_Alb = Albedo, RGB = diffuse, alpha = trans (_Crv)
_AlbEx = Albedo layer
_AlbGry = Albedo, greyscale
_AlbOry = Albedo layer
_Crv = Trans (normally the alpha channel of "_Alb", only seen separately with "mydesign" models)
_Dit = Dither pattern
_EdgCod = Edge light coordinate color
_Emi = Emission
_EmiOry = Emission layer
_Emm = Emission, alternate ("_Emi" is more commonly used)
_EmmOry = Emission layer, alternate
_ETxt = Emission for "Countdown" text
_FlrGrd = Floor color grid? (Only one is "RoomTexShareTextureFloor_FlrGrd")
_FlrOcm = Floor occlusion map?
_Grd = Color grid
_GrdEdge = Color grid, edge (Only used for Grass and GrassSnow)
_Hgt = Height map?
_Ind = Bump map?
_Mix = Various, combination of occlusion ("_Ocl"), edge light coordinate ("_EdgCod"), roughness ("_Rgh"), metalness ("_Mtl"), and specular ("_Spc")
_Mix2 = Various, only used with "ReFabric" materials
_Mtl = Metalness
_Nrm = Normal map
_Nrm2 = Secondary normal map
_Ocl = Occlusion
_OclMlp = Occlusion, alternate?
_OP = Opacity
_Rft = Lightwarp
_Rgh = Roughness
_Sft = Lightwarp mask?
_Spc = Specular
_Spm = Specular, alternate name
Additionally, it seems all clothing (or at least the shirts specifically) follow the same pattern for their "_Mix" textures -- R = _Mtl (metalness), G = _Ocl (occlusion), B = _EdgCod (edge light coordinate), A = _Rgh (roughness).
Would you happen to know why the normal map is doing this?
Here it is without the normal map,
then plugged in it makes everything black,
but when the map is inverted then the back side almost looks right, just without lighting.
and then when it's all exported and in HLMV it's super shiny.
I have absolutely no idea what I am doing.
Took me a sec to find which door you were using. May I ask if you modified the model at all? Is the Normal Map different colors?
When applying the materials as-is to the door after exporting and splitting the MIX map, only issue I am having is the Edge Light (I think that is what it's called?) is extremely bright and the normals look inverted on the wood parts of the door. Attached is my example (no edge lighting).
05-11-2020, 06:01 AM (This post was last modified: 05-11-2020, 06:16 AM by dogbiscut.)
(05-11-2020, 04:49 AM)Fluffy McMalamute Wrote:
(05-10-2020, 05:12 AM)dogbiscut Wrote:
(05-07-2020, 02:58 PM)Random Talking Bush Wrote: Figured I'd leave this here since I've been trying to make sense of the shader setups. Here's a list of all of the texture suffixes I've seen / should be used for submissions:
Code:
_Alb = Albedo, RGB = diffuse, alpha = trans (_Crv)
_AlbEx = Albedo layer
_AlbGry = Albedo, greyscale
_AlbOry = Albedo layer
_Crv = Trans (normally the alpha channel of "_Alb", only seen separately with "mydesign" models)
_Dit = Dither pattern
_EdgCod = Edge light coordinate color
_Emi = Emission
_EmiOry = Emission layer
_Emm = Emission, alternate ("_Emi" is more commonly used)
_EmmOry = Emission layer, alternate
_ETxt = Emission for "Countdown" text
_FlrGrd = Floor color grid? (Only one is "RoomTexShareTextureFloor_FlrGrd")
_FlrOcm = Floor occlusion map?
_Grd = Color grid
_GrdEdge = Color grid, edge (Only used for Grass and GrassSnow)
_Hgt = Height map?
_Ind = Bump map?
_Mix = Various, combination of occlusion ("_Ocl"), edge light coordinate ("_EdgCod"), roughness ("_Rgh"), metalness ("_Mtl"), and specular ("_Spc")
_Mix2 = Various, only used with "ReFabric" materials
_Mtl = Metalness
_Nrm = Normal map
_Nrm2 = Secondary normal map
_Ocl = Occlusion
_OclMlp = Occlusion, alternate?
_OP = Opacity
_Rft = Lightwarp
_Rgh = Roughness
_Sft = Lightwarp mask?
_Spc = Specular
_Spm = Specular, alternate name
Additionally, it seems all clothing (or at least the shirts specifically) follow the same pattern for their "_Mix" textures -- R = _Mtl (metalness), G = _Ocl (occlusion), B = _EdgCod (edge light coordinate), A = _Rgh (roughness).
Would you happen to know why the normal map is doing this?
Here it is without the normal map,
then plugged in it makes everything black,
but when the map is inverted then the back side almost looks right, just without lighting.
and then when it's all exported and in HLMV it's super shiny.
I have absolutely no idea what I am doing.
Took me a sec to find which door you were using. May I ask if you modified the model at all? Is the Normal Map different colors?
When applying the materials as-is to the door after exporting and splitting the MIX map, only issue I am having is the Edge Light (I think that is what it's called?) is extremely bright and the normals look inverted on the wood parts of the door. Attached is my example (no edge lighting).
I haven't changed anything on the model. What do you mean by the normal map having different colours? I've attached all the maps I had. The way I applied the mix map was by using the separate RGB node. I do not know how to use the _Ocl or _EdgCod after I separate them out though.
I've also noticed that a lot of these maps look better after going through an invert node with the exception of alb colour.
A good example is the CuteClock. I did pose the bones.
This is the clock with the maps applied as Random Talking Bush laid them out.
This is just OP inverted
This is OP and roughness inverted
So I'm not sure if this inversion should be applied to every other object and to every map.
05-11-2020, 08:02 AM (This post was last modified: 05-11-2020, 08:17 AM by Fluffy McMalamute.)
(05-11-2020, 06:01 AM)dogbiscut Wrote:
(05-11-2020, 04:49 AM)Fluffy McMalamute Wrote:
(05-10-2020, 05:12 AM)dogbiscut Wrote: Would you happen to know why the normal map is doing this?
Here it is without the normal map,
then plugged in it makes everything black,
but when the map is inverted then the back side almost looks right, just without lighting.
and then when it's all exported and in HLMV it's super shiny.
I have absolutely no idea what I am doing.
Took me a sec to find which door you were using. May I ask if you modified the model at all? Is the Normal Map different colors?
When applying the materials as-is to the door after exporting and splitting the MIX map, only issue I am having is the Edge Light (I think that is what it's called?) is extremely bright and the normals look inverted on the wood parts of the door. Attached is my example (no edge lighting).
I haven't changed anything on the model. What do you mean by the normal map having different colours? I've attached all the maps I had. The way I applied the mix map was by using the separate RGB node. I do not know how to use the _Ocl or _EdgCod after I separate them out though.
I've also noticed that a lot of these maps look better after going through an invert node with the exception of alb colour.
A good example is the CuteClock. I did pose the bones.
This is the clock with the maps applied as Random Talking Bush laid them out.
This is just OP inverted
This is OP and roughness inverted
So I'm not sure if this inversion should be applied to every other object and to every map.
The reason why I asked about the normal map colors is that, occasionally, they are exported with...weird coloration, as if the RGB channels are swapped. Case in point: Try the normal map I am attaching to your door.
EDIT: Closer inspection, the BLUE channel appears to be incorrect.
05-11-2020, 09:32 AM (This post was last modified: 05-11-2020, 10:31 AM by dogbiscut.)
(05-11-2020, 08:02 AM)Fluffy McMalamute Wrote:
(05-11-2020, 06:01 AM)dogbiscut Wrote:
(05-11-2020, 04:49 AM)Fluffy McMalamute Wrote: Took me a sec to find which door you were using. May I ask if you modified the model at all? Is the Normal Map different colors?
When applying the materials as-is to the door after exporting and splitting the MIX map, only issue I am having is the Edge Light (I think that is what it's called?) is extremely bright and the normals look inverted on the wood parts of the door. Attached is my example (no edge lighting).
I haven't changed anything on the model. What do you mean by the normal map having different colours? I've attached all the maps I had. The way I applied the mix map was by using the separate RGB node. I do not know how to use the _Ocl or _EdgCod after I separate them out though.
I've also noticed that a lot of these maps look better after going through an invert node with the exception of alb colour.
A good example is the CuteClock. I did pose the bones.
This is the clock with the maps applied as Random Talking Bush laid them out.
This is just OP inverted
This is OP and roughness inverted
So I'm not sure if this inversion should be applied to every other object and to every map.
The reason why I asked about the normal map colors is that, occasionally, they are exported with...weird coloration, as if the RGB channels are swapped. Case in point: Try the normal map I am attaching to your door.
EDIT: Closer inspection, the BLUE channel appears to be incorrect.
Every single normal map I've exported has been green like that. How could I fix this?
The RGBA shows it correctly, but the image viewer and when it's exported are green.