Author Topic: Collected skinning info (skins.vsks etc.)  (Read 8471 times)

Axarator

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  • Posts: 372
Some background: We made it easier for us (and for modders in the future) to add content to the game. However, this made it also easy to accidentally mess up multiplayer ids for cars and parts, which would cause problems. As such, we added the data check which hopefully reduces bugs and crashes in mp. However, I recognize it's rather strict at the moment and I'll see if I can exclude the skin stuff. At some point we'd want modders to be able to drop their content in some folder (possibly different from core data) and have the game automatically pick it up without interfering with the core data, but the details are not fleshed out.

Thanks Tapio :)
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Purple44

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  • Posts: 7418
Some background: We made it easier for us (and for modders in the future) to add content to the game. However, this made it also easy to accidentally mess up multiplayer ids for cars and parts, which would cause problems. As such, we added the data check which hopefully reduces bugs and crashes in mp. However, I recognize it's rather strict at the moment and I'll see if I can exclude the skin stuff. At some point we'd want modders to be able to drop their content in some folder (possibly different from core data) and have the game automatically pick it up without interfering with the core data, but the details are not fleshed out.

Thanks for the reply Tapio.

About the skins being duplicated, is there a way to fix that or better to wait for the next Build if out before Feb 6?
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

sam223

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  • Posts: 2873
Some background: We made it easier for us (and for modders in the future) to add content to the game. However, this made it also easy to accidentally mess up multiplayer ids for cars and parts, which would cause problems. As such, we added the data check which hopefully reduces bugs and crashes in mp. However, I recognize it's rather strict at the moment and I'll see if I can exclude the skin stuff. At some point we'd want modders to be able to drop their content in some folder (possibly different from core data) and have the game automatically pick it up without interfering with the core data, but the details are not fleshed out.

Thanks for the reply Tapio.

About the skins being duplicated, is there a way to fix that or better to wait for the next Build if out before Feb 6?
You can fix them by editing the .vepa's but then you wont be able to join vanilla servers,
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Online Bangers:Wreckfest - https://goo.gl/AjDHU2

Purple44

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  • Posts: 7418
I thought this be good place to put this post by Dr. Destructo, might help some skinners out there:

I use Crazybump as well, but that is just for creating normal maps. Glossiness is hard to control in Wreckfest because it seems no matter how little you make it, it still just wants to BE glossy. The garage shaders also seem to be different than the track shaders so your car will always be far more glossy in the garage than it is when racing on a track. That is why I tune the textures to control how it will look while racing rather than how it looks in the garage.
The texture file that controls that is the "name_s.bmap" files. The green channel = metalness, red channel = gloss, blue channel = reflection, alpha channel = roughness.
I usually have it all black in the green and blue channel, and the red channel is around 90 to 96% black. Even then it's still very glossy. You can decrease it a bit more by increasing the amount of white in the alpha roughness channel, but too much roughness makes everything too light and flat.
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

Hi!

Can someone advice me to how I can get a glossiness adjust?

I hope a simple "by the hand" instructions.

I have in use the Photoshop CS6 & CrazyBump.
Nothing Beats Cubic Inches --- Bigger Is Better

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Mazay

  • Posts: 436
The same pic as earlier with Breckfest channel order.


The roughness channel is bit same as glossiness. Black is glossy.
Car paint clear coat is kind of additional layer of gloss on top of roughness channel. White is the glossy.

If you use Breckfest the channel order will be same as earlier.
If you use official tools the green and alpha channel will be swapped during converting so your .tga should have following order:
Red = Metalness
Green = Roughness
Blue = Reflectivity
Alpha = Car pain clear coat

Breckfest won't generate mipmaps so it's usually better to use the official tools (Build_asset / Bimage)

Hope this helps.

Hi!

How I found the channels in image?

And which program?
Nothing Beats Cubic Inches --- Bigger Is Better

Corsair Carbide Spec-03, AsRock Fatal1ty Z97X Killer, Intel Core i5-4690K 3.5 GHz 6 Mb Cache, 2 x Asus Radeon R9 270X 4 Gb, Kingston HyperX 1600 MHz 16 Gb, Kingston HyperX 3K SSD 120 Gb, Acer G276HL, Logitech G25, Win 7 Pro

Zebulon55

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  • Posts: 852
Bump!

Thread's been dead for a year and on page 5, just hopefully making it relevant again.  ;D

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