Skin with doff/matte finish?

Modding school: Learn it from the masters
JT34
Posts: 6
Joined: 27 Mar 2016 09:15

26 Apr 2016 19:43

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:

Image

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.

User avatar
martinusK
Posts: 1593
Joined: 16 Aug 2014 07:46
Location: Tallinn, Eesti Vabariik
Contact:

28 Apr 2016 18:16

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.
ProMods developer for Estonia Image
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough

JT34
Posts: 6
Joined: 27 Mar 2016 09:15

28 Apr 2016 18:47

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".

Image

User avatar
M.G.M.
Posts: 364
Joined: 19 Sep 2013 00:29

29 Apr 2016 22:40

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.
Two things about ETS2 I hate - you can never hit F10 or the brakes fast enough.

User avatar
MandelSoft
Lead Developer
Posts: 3835
Joined: 08 Aug 2013 10:48
Location: Delft [NL]

29 Apr 2016 22:57

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

Code: Select all

shininess : 5
specular : { 0.25 , 0.25 , 0.25 }
I hope this clarifies some things
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.

JT34
Posts: 6
Joined: 27 Mar 2016 09:15

30 Apr 2016 06:49

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

User avatar
martinusK
Posts: 1593
Joined: 16 Aug 2014 07:46
Location: Tallinn, Eesti Vabariik
Contact:

30 Apr 2016 22:31

JT34 wrote: MandelSoft: thanks for that 'basic' things and that's truly a new knowledge to me
Martinus: thanks for the clue
Martinus Kundla wrote: MandelSoft's Sign Editor Tutorial mentioned it, IIRC.
Still MandelSoft's doing :lol:
Nice to see you got this worked out.
ProMods developer for Estonia Image
Currently working on another bit of Estonia, you'll see it in the Euromir thread soon enough

JT34
Posts: 6
Joined: 27 Mar 2016 09:15

01 May 2016 03:54

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:

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

}
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?

JT34
Posts: 6
Joined: 27 Mar 2016 09:15

01 May 2016 04:12

Wait, I just notice something. Take a look at the first line:

Code: Select all

material : "ui"
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?

User avatar
MandelSoft
Lead Developer
Posts: 3835
Joined: 08 Aug 2013 10:48
Location: Delft [NL]

01 May 2016 11:14

I think you should use another shader, like:

Code: Select all

material : "eut2.dif.spec"
Your daily dose of wisdom!
╔═══╗────╔═╗╔═╗────╔╗
║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
╚╝──╚╝╚══╩╝╚╝╚╩══╩══╩══╝
Don't ask us for a release date; we don't know either.



Post Reply

Return to “ProMods Academy”

  • Information
  • Who is online

    Users browsing this forum: No registered users and 6 guests