Hi,
I was inspired by military trailer pack by Jazzycat so I start making something similar to my truck by creating a more military-like skin to match the trailer. I call it 'camouflage skin', created with photoshop and ets2studio. This is one of them:
But I'm not happy with it yet. I don't want that shiny and glossy look, instead I want it in matte to get the most of that military-feel. So the question is, how can I give a matte finish to my skin?
P.S.: I've tried to search this forum for similar topic but no result found.
Skin with doff/matte finish?
Based on my (small) experience with signage editing, you should be able to change texture shinyness from the .mat file.
MandelSoft's Sign Editor Tutorial mentioned it, IIRC.
MandelSoft's Sign Editor Tutorial mentioned it, IIRC.
ProMods developer for Estonia
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
I don't see any mat file(s) generated by ets2studio except in "Material>>UI"
however, I've tried that before by copying mat file from another source (I'm not sure, but it's likely from a trailer mod) and put it along with the skin (DDS and TOBJ) files. But no luck, it doesn't seem to work.
Below is the mat file I've created, and to be honest I have no idea what should I put in "add_ambient", "diffuse", and "specular".
however, I've tried that before by copying mat file from another source (I'm not sure, but it's likely from a trailer mod) and put it along with the skin (DDS and TOBJ) files. But no luck, it doesn't seem to work.
Below is the mat file I've created, and to be honest I have no idea what should I put in "add_ambient", "diffuse", and "specular".
you'd probably need to set the values as following:
add_ambient : 0
shininess : 20
diffuse : { 1.0 , 1.0 , 1.0 }
specular : { 0.24 , 0.24 , 0.24 }
NB: I'm new to this and a complete noob, so... Note also, that I've never managed to figure out how different paints could have a unique level of gloss to them, when only one mat file determines the paint on the truck's body and it looks like that:
material : "eut2.truckpaint.altuv.fx" {
texture[0] : "/vehicle/truck/scania_r_classic/color.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/upgrade/paintjob/empty.tobj"
texture_name[1] : "texture_paintjob"
texture[2] : "/material/environment/vehicle_reflection.tobj"
texture_name[2] : "texture_reflection"
add_ambient : 0
diffuse : { 1 , 1 , 1 }
fresnel : { 0.2 , 0.9 }
env_factor : { 0.0732389 , 0.0732389 , 0.0732389 }
shininess : 250
specular : { 1.5 , 1.5 , 1.5 }
aux[7] : { 0 , 0 , 1 }
aux[8] : { 1 , 1 , 1 }
aux[6] : { 0 , 1 , 0 }
aux[5] : { 1 , 0 , 0 }
}
I only hope that this could be of some help. Wish you good luck with your project and feel free to ask.
add_ambient : 0
shininess : 20
diffuse : { 1.0 , 1.0 , 1.0 }
specular : { 0.24 , 0.24 , 0.24 }
NB: I'm new to this and a complete noob, so... Note also, that I've never managed to figure out how different paints could have a unique level of gloss to them, when only one mat file determines the paint on the truck's body and it looks like that:
material : "eut2.truckpaint.altuv.fx" {
texture[0] : "/vehicle/truck/scania_r_classic/color.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/upgrade/paintjob/empty.tobj"
texture_name[1] : "texture_paintjob"
texture[2] : "/material/environment/vehicle_reflection.tobj"
texture_name[2] : "texture_reflection"
add_ambient : 0
diffuse : { 1 , 1 , 1 }
fresnel : { 0.2 , 0.9 }
env_factor : { 0.0732389 , 0.0732389 , 0.0732389 }
shininess : 250
specular : { 1.5 , 1.5 , 1.5 }
aux[7] : { 0 , 0 , 1 }
aux[8] : { 1 , 1 , 1 }
aux[6] : { 0 , 1 , 0 }
aux[5] : { 1 , 0 , 0 }
}
I only hope that this could be of some help. Wish you good luck with your project and feel free to ask.
Two things about ETS2 I hate - you can never hit F10 or the brakes fast enough.
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
Well, let me explain some basics about material shading here.
Diffuse sets the overall intensity of the texture. The values refer to normalised RGB values. It's best to keep them all to 1.
Add_ambient adds a light texture even without a present light source. For your skin, you don't want that, so set this to 0.
Shininess and specular are the ones you are interested in. Set these to low values if you want to make your material look matte, like
I hope this clarifies some things
Diffuse sets the overall intensity of the texture. The values refer to normalised RGB values. It's best to keep them all to 1.
Add_ambient adds a light texture even without a present light source. For your skin, you don't want that, so set this to 0.
Shininess and specular are the ones you are interested in. Set these to low values if you want to make your material look matte, like
Code: Select all
shininess : 5
specular : { 0.25 , 0.25 , 0.25 }
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Ah, finally. Thanks everyone for your kindness to replying my thread. Let me see if it works.
M.G.M: I don't know how to add more than one dds texture to a skin. I wish I can find a link to a (truck, not trailer) skin mod that using this kind of technique so I can learn more on it. or, anyone?
MandelSoft: thanks for that 'basic' things and that's truly a new knowledge to me
Martinus: thanks for the clue
M.G.M: I don't know how to add more than one dds texture to a skin. I wish I can find a link to a (truck, not trailer) skin mod that using this kind of technique so I can learn more on it. or, anyone?
MandelSoft: thanks for that 'basic' things and that's truly a new knowledge to me
Martinus: thanks for the clue
JT34 wrote: MandelSoft: thanks for that 'basic' things and that's truly a new knowledge to me
Martinus: thanks for the clue
Still MandelSoft's doingMartinus Kundla wrote: MandelSoft's Sign Editor Tutorial mentioned it, IIRC.
Nice to see you got this worked out.
ProMods developer for Estonia
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough
Unfortunately no, it's not working yet. I was a litle bit busy with my real life yesterday so I haven't carrying it out until today. And the result is, well, looks like the mat file I created just didn't take effect. The skin looks just the same with or without the mat file. Here's how I wrote my mat file:
and I put it under "vehicle\truck\upgrade\paintjob", along with tobj and dds files.
Did I mistakenly put this file in the wrong path?
Code: Select all
material : "ui"
{
texture : "vnl_descam3.tobj"
texture_name : "texture"
add_ambient : 0
diffuse : { 1, 1, 1 }
specular : { 0.24, 0.24, 0.24 }
shininess : 5
}
Did I mistakenly put this file in the wrong path?
Wait, I just notice something. Take a look at the first line:
That was there because I was simply copying this file from material>ui>accessory (where dds, tobj, and mat files for workshop icon stored). Is this where I was doing it wrong?
Code: Select all
material : "ui"
- MandelSoft
- Lead Developer
- Posts: 3835
- Joined: 08 Aug 2013 10:48
- Location: Delft [NL]
I think you should use another shader, like:
Code: Select all
material : "eut2.dif.spec"
Your daily dose of wisdom!
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║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
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Don't ask us for a release date; we don't know either.
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