Collected skinning info (skin formats etc.)

rwb

Member
Weeked Smasher
Has anyone done much detail work with the _n file yet? Trying to create some trim bits but not sure how green and alpha channels are supposed to combine to create a map...
 

lobsterfran

Member
rwb said:
Has anyone done much detail work with the _n file yet? Trying to create some trim bits but not sure how green and alpha channels are supposed to combine to create a map...
Had a play with it a while ago. Left me more confused than ever. I did manage somehow to create some indents, not sure it's possible to create sticky-outy bits though.
 

Mazay

Member
rwb said:
Has anyone done much detail work with the _n file yet? Trying to create some trim bits but not sure how green and alpha channels are supposed to combine to create a map...
I did some experimenting months back while writing the guide. It's kind of tricky to make normals manually.
Easiest way seems to be to use tool to generate normal maps from heightmap (black & white image).

Online converters:
http://cpetry.github.io/NormalMap-Online/
http://www.smart-page.net/smartnormal/

Nvidia photoshop tools: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
AwesomeBump: http://awesomebump.besaba.com/about/



Heightmap I made in photoshop and Normal map generated with Normal map online.



After conversion with my nmap_red_to_alpha.bat and breckfest.

Edit: Added normal map picture
 

rwb

Member
Weeked Smasher
Thanks Mazay, figured I had to be missing something. First I've heard of normal maps but it all makes sense now.
 

Mazay

Member
You're welcome. That's also first normal map I have ever created so I am too pretty new to this. Also the tools I found are just first I came upon.
Share if you'll figure out something.
 

Purple44

Well-Known Member
Team Bugbear Member
In setting up new robber skins, I found some of the skins assign to the 10 style skins has change from what Mazay post in post #1. :eek:

Old Build:

02_european. (Mini)
1. earlyacc_black.vhcp Skin10_C5
2. earlyacc_orange.vhcp Skin8_C5
3. earlyacc_blue.vhcp Skin9_C5
4. earlyacc_yellow.vhcp Skin2_C5
5. earlyacc_red.vhcp Skin1_C5
6. earlyacc_orange.vhcp Skin3_C5
7. earlyacc_green.vhcp Skin1_C5
8. earlyacc_green.vhcp Skin5_C5
9. earlyacc_orange.vhcp Skin6_C5
10. pink.vhcp Skin7_C5
earlyacc_silver.vhcp Skin2_C5
earlyacc_silver.vhcp Skin7_C5
earlyacc_green.vhcp Skin1_C5.


Build #9:

02_european. (Mini)
1. earlyacc_black.vhcp Skin10_C5 *-
2. earlyacc_orange.vhcp Skin8_C5 * take color of skin10
3. earlyacc_blue.vhcp Skin8_C5 *-
4. earlyacc_yellow.vhcp Skin2_C5 * take color of skin 8
5. earlyacc_red.vhcp Skin2_C5 *-
6. earlyacc_orange.vhcp Skin3_C5 * take color of skin 2
7. earlyacc_green.vhcp Skin1_C5 *-
8. earlyacc_green.vhcp Skin5_C5 * take color of skin 1
9. earlyacc_orange.vhcp Skin7_C5 *-
10. pink.vhcp Skin7_C5 * take color of skin 7
earlyacc_silver.vhcp Skin2_C5
earlyacc_silver.vhcp Skin7_C5
earlyacc_green.vhcp Skin1_C5.



Found something strange going on now when swapping skins. When I replace one skin style, I get same skin showing on another car.

Style 1 and 2 - same skin
Style 3 and 4 - same skin
Style 5 and 6 - same skin
Style 7 and 8 - same skin
Style 9 and 10 - same skin



Anybody have an idea what going on? I'm I doing something wrong?
 

Axarator

I test games, I make games, I mod games and play
Weeked Smasher
Purple44 said:
In setting up new robber skins, I found some of the skins assign to the 10 style skins has change from what Mazay post in post #1. :eek:

Old Build:

02_european. (Mini)
1. earlyacc_black.vhcp Skin10_C5
2. earlyacc_orange.vhcp Skin8_C5
3. earlyacc_blue.vhcp Skin9_C5
4. earlyacc_yellow.vhcp Skin2_C5
5. earlyacc_red.vhcp Skin1_C5
6. earlyacc_orange.vhcp Skin3_C5
7. earlyacc_green.vhcp Skin1_C5
8. earlyacc_green.vhcp Skin5_C5
9. earlyacc_orange.vhcp Skin6_C5
10. pink.vhcp Skin7_C5
earlyacc_silver.vhcp Skin2_C5
earlyacc_silver.vhcp Skin7_C5
earlyacc_green.vhcp Skin1_C5.


Build #9:

02_european. (Mini)
1. earlyacc_black.vhcp Skin10_C5 *-
2. earlyacc_orange.vhcp Skin8_C5 * take color of skin10
3. earlyacc_blue.vhcp Skin8_C5 *-
4. earlyacc_yellow.vhcp Skin2_C5 * take color of skin 8
5. earlyacc_red.vhcp Skin2_C5 *-
6. earlyacc_orange.vhcp Skin3_C5 * take color of skin 2
7. earlyacc_green.vhcp Skin1_C5 *-
8. earlyacc_green.vhcp Skin5_C5 * take color of skin 1
9. earlyacc_orange.vhcp Skin7_C5 *-
10. pink.vhcp Skin7_C5 * take color of skin 7
earlyacc_silver.vhcp Skin2_C5
earlyacc_silver.vhcp Skin7_C5
earlyacc_green.vhcp Skin1_C5.



Found something strange going on now when swapping skins. When I replace one skin style, I get same skin showing on another car.

Style 1 and 2 - same skin
Style 3 and 4 - same skin
Style 5 and 6 - same skin
Style 7 and 8 - same skin
Style 9 and 10 - same skin



Anybody have an idea what going on? I'm I doing something wrong?
Maybe a name is linked in the files.
Like the Style 1 will say style 1 in that file, and then when it loads the game, it auto-corrects some error and calls both Style 1.
 

sam223

Active Member
Weeked Smasher
The duplicates are as intended. skins.vsks (file which details which texture is loaded for which skin slot) became 01.vepa,02.vepa etc within data/vehicles/'chassis number'/part/paint
If you inspect each .vepa, you can see that they are referencing the same texture when there is a duplicate in game. These files are also protected,so you cannot modify them and join a vanilla server.

I did bring this up when build 8? (November) first launched,and its the reason ive stopped painting skins. Because you are limited to 5 (duplicated twice for each) and 1 for the new chassis (duplicated 10 times) and cannot be fixed.


http://community.bugbeargames.com/index.php/topic,8342.msg79873.html#msg79873
 

Purple44

Well-Known Member
Team Bugbear Member
Thanks for your post Sam. Ya this will be a problem doing custom skins if we can only do 5 per car and we get double of each custom skin. :(

I will check with Tapio and make sure Bugbear aware of the problem doing custom skins.
 
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.
 

Axarator

I test games, I make games, I mod games and play
Weeked Smasher
Tapio Vierros said:
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 :)
 

Purple44

Well-Known Member
Team Bugbear Member
Tapio Vierros said:
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?
 

sam223

Active Member
Weeked Smasher
Purple44 said:
Tapio Vierros said:
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,
 

Purple44

Well-Known Member
Team Bugbear Member
I thought this be good place to put this post by Dr. Destructo, might help some skinners out there:

Dr. Destructo by Hazbro said:
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.
 
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.
 

Mazay

Member
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.
 

TT

Member
Someone asked for a step-by-step guide for Paint.net

Here are steps to create a skin template for Paint.net

First pick a car that you want to paint and dig through the Wreckfest files and get the skin01_c5.bmap file for it.

C:\Program Files (x86)\Steam\SteamApps\common\Bugbear Entertainment\data\vehicle

You also might want to grab the skin_ao_c.bmap because it shows the outlines of parts better and where everything is.

The cars are found in \data\vehicles\

The paint jobs are found in the \art\ folder for each vehicle.

Here is a list of the cars:

01_american Speedbird
02_european Killer Bee
02_european_01 Killer Bee banger version
03_american Rammer RS
03_american_01 Rammer
04_european Gremlin
05_american Starbeast
06_american Roadslayer
06_american_01 Roadslayer banger version
07_european Boomer
07_european_01 Boomer banger version
08_asian Tristar
09_american Roadcat
10_american El Matador
11_european Bulldog
13_asian Sunrise Supreme
14_american Gatecrasher
15_european Panther
16_european Hammerhead
17_asian Nexus RX
19_american Hotshot
20_european Firefly
21_european Dominator
22_asian Speedemon
24_american Warwagon
lawnmower


First, you need to get the skin01_c5.bmap converted into a .png file by using Breckfest.exe

To do that make a new folder and dump your .bmap file and a copy of Breckfest.exe. Then double click Breckfest.exe

Don't put too many other .bmap file in there because Breckfest.exe chokes on certain ones.

Once you have skin01_c5.png, open it with Paint.net.

At this point you can probably see some faint outlines of parts (templates vary). That part is all of the dirt, scratches, rust etc. that will be added on top of your paint job. You will also see some more solid blocks scattered around. Those are where parts like the chrome bumpers and other things get their textures from.

Now, you need to create a paintable layer beneath the one that you are looking at:
At the top of Paint.net, there is a dropdown menu labeled Layers. Click it and click Add New Layer.

If you look at your Paint.net screen, there should be a tiny window labeled Layers (probably lower right screen).
If you don't see it, hover your mouse over the upper right of Paint.net where that little clock and the round color wheel are. Clicking the item between them turns your Layers window on and off (F7 key will also do this).

Now, in your Layers window, you should see Layer 2 on top and Background beneath it.

You need to drag Layer 2 to be beneath Background. That way, you can put your paint job on Layer 2 and be as messy as you want and the needed Wreckfest stuff will be placed on top of it.

You should also see in the Layers window that Layer 2 is selected now and has a faint blue outline. If it isn't selected, just click it. You can click back and forth between Background and Layer 2 if you want but you should probably leave Background alone.

You might want to rename Layer 2 to something like Paint Me. Just double click it and a window pops up that lets you change things like the name and how transparent it is.

To make things easier to see, I usually paint bucket fill
Layer 2 the color that I'm going to paint most of the car.

The outlines should be a little clearer now. If they aren't, you might want to open up that other game skin file (skin_ao_c.bmap) which shows clearer outlines.

You can now finish painting your paint job or pasting things on it.

If you ever want to make a top layer invisible so you can see better, just click the little checkbox for it in the Layers window. Just remember to re-select the layer that you want to paint on.

When you are done, do a Save-As and backup your file. You might need to tweak something once you see it in the game.

Now you need merge all of your layers into just one layer.
In that little Layers window, select the top layer. Then go to the top of the Paint.net screen and click the Layers dropdown menu and click Merge Layer Down.

Now you should be ready to export your paintjob to a .tga file.

For the alpha channel, I don't use Paint.net. There is a simple, free program called dxtbmp that only does one thing: it views and imports alpha channels into your .tga file.
http://www.mwgfx.co.uk/programs/dxtbmp.htm

For dxtbmp.exe, first use Paint.net to create a 512x512 white .bmp file and save it. that will be the alpha channel that you use later dxtbmp.exe to import into your saved .tga file.

1. Open your .tga file in dxt.bmp
2. Click the Alpha dropdown menu at the top.
3. Click Import Alpha Channel.
4. Select that white .bmp file that you made.
5. Save

Vin Petrol said he uses some other side program to deal with alpha channels when he uses Paint

Once you are done with your .tga file, you convert it to a .bmap with bimage.exe.

Command line is:
bimage.exe -input skin01_c5.tga -output skin01_c5.bmap
 
Top