Product Chat / GameGuru PUBLIC PREVIEW Released!

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Medmatheus
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Posted: 4th Dec 2017 22:24
Whenever I try to open my maps, getting the message:

Honkeyboy
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Posted: 4th Dec 2017 22:59 Edited at: 4th Dec 2017 23:00
Try updating your C++ runtime files m8 might work or varify tbh i had to varify after the update to get things working properly
For the most part the preview for me is working correctly after that I've just managed tonight to completly convert Vcity over to DX11 with only a few minor issues so far.
Making a Vcity xmas edition lol
Oh eck someones nicked santas sleigh
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I only smile because i have absolutely no idea whats going on

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Earthling45
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Posted: 4th Dec 2017 23:47
As said earlier i've reverted to the previous version in order to prepare a map with stock items for comparison with the new DX11 beta.
I must say that it is already quite good.
The maps with the flickering shadows are prebaked, set them realtime and it is good.
Decals do work, so the main problem is light and lightmapping, the missing crosshair (uzi), AI shooting without holding guns and some entities/weapons missing textures.
I't could well be that when pbroverride is set to 0 that the textures are back.
When the videos are loaded i'll post them here.

The only problem after creating a stand alone file was that the folder user/ebestructures is not copied over and must be done manually.
Will see how it goes tommorow when i make a stand alone with the current beta version.
Jerry Tremble
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Posted: 5th Dec 2017 01:04
Quote: "The only problem after creating a stand alone file was that the folder user/ebestructures is not copied over and must be done manually."


That's a good sign, really, it's never really worked right anyway, and not just for that particular folder. I haven't messed with the Public release nor much with the betas yet, since I don't totally get the PBR workflow yet.
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Preben
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Posted: 5th Dec 2017 01:26
Quote: "The maps with the flickering shadows are prebaked,"

Yes all lightmapped levels, MUST be lightmapped again for them to work correct in the new version
best regards Preben Eriksen,
Earthling45
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Posted: 5th Dec 2017 01:49
Here they are.

I don't know who made this map, it is quite suitable to be testing with it so i've added some characters and more trees, grass and decals, a dynamic and static light.
Quite heavy, yet doable with 30 frames (set prebaked) on highest settings on my system which isn't highend.

The first video is GG 5-12 DX9.
The second video is the same map but now run in the public preview DX11.





As you can see in the video, when changing to realtime the flickering shadows are gone.
I've also tried pbroverride=0 and that does eliminate the flickering shadow in prebake as well, overall it is brighter and i even see a working dynamic light at the fireplace.
But sadly no texture on the crossbow.

All in all, i think Lee has done an outstanding job, please do also check the other thread because Preben has posted some info there.
Earthling45
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Posted: 5th Dec 2017 01:53
Quote: "MUST be lightmapped again for them to work correct in the new version"


Yes, which is quite logical considering the overhaul.

So far it is a good step in the right direction in my view
SHAHIN3D
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Posted: 5th Dec 2017 08:53

I hope all new problems will be solved
And see a great GG
Two other problems:
1- PHYSICS time - It's a bit long while loading.
2. The weapon_basic.FX effect for the new and old guns is too dark.
amir

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SHAHIN3D
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Posted: 5th Dec 2017 09:54 Edited at: 5th Dec 2017 09:57
Two other problems:

-- The motion of the camera - where it has a lot of objects - slows down.

-- Moving the camera - In a place where the object is not large - it's fast.


---- Finally, the camera movement is not the same on the scene ----
amir
Preben
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Posted: 5th Dec 2017 10:07
Earthling45:
SHAHIN3D:
Dark weapons (no texture) when using non PBR weapons has been fixed for the next update.

Earthling45: Thats a interresting test , what is your FPS where the player start if you set pbroverride=0 ? , also after you lightmap the level try to save the level and reload GG and the level and check if the flickering shadow is gone using pbroverride=0 and pbroverride=1 ?

best regards Preben Eriksen,
Preben
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Posted: 5th Dec 2017 10:51
Stab in the Dark software:
Quote: "P.S. Lee did you change the .dbo file format? I can not open them in Fragmotion since this update."

The format did not change , but the data inside did , mainly you see different data in DBOBLOCK_MESH_MATERIAL and DBOBLOCK_MESH_TEXTURES , i tried it in fragmotion and it looks like it do not like the new data. The material settings in the dbo also has to do with DX and the DX materials so i think thats why it has been changed.

If you talk to the author of fragmotion you can say that the format is the same , but:
DBOBLOCK_MESH_MATERIAL
DBOBLOCK_MESH_TEXTURES
Contain new data.
best regards Preben Eriksen,
Belidos
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Posted: 5th Dec 2017 11:23 Edited at: 5th Dec 2017 11:27
I have a feeling that the reason fragmotion won't open them any more is because they contain references to DIrectX 11 and fragmotion is a DirectX 9 application, i might be wrong, but that would make sense.

Also, i spoke with Raf a while ago with regards to FBX2GG, from what i understand Lee will be allowing increased bones and poly's on character models (this was a limitation set by DX9 and can be removed with DX11), however because FBX2GG is created in DBPro which is a Direct X 9 application, unfortunately if we want to use that software we will still have to work within the old limits regarding bones and poly's.

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Earthling45
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Posted: 5th Dec 2017 11:39
Quote: "what is your FPS where the player start if you set pbroverride=0 ?"


Have not looked at it while trying last night Preben, so i made another video of the beginning.
This is set at pre bake and it is quite good i must say.



I thought that the lightmapper would be restored in a newer build, i've tried to lightmap a simple level and it closed right after pressing F3.
But tonight i will give it another go because i have a busy day ahead of me
UNIRD12B
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Posted: 5th Dec 2017 21:22
Hi guys ,(repost)
i just tried almost all my maps and stuff that were freezing and having slow loads
and all kinds of other irritating problems with the Public Preview and now
it SEEMS it was updated ( again ? ) and it SEEMS to be working wayyyyy better....

THE GOOD
-loads all my maps
-plays them smoothly
-no freezing now at all
-no stuttering now at all
-all the SLIDERS seems to work.

THE BAD
-in game still seems quite dark--BUT...more reactive to adjustment
-some of the buildings DONT respond to show lighting reactions to buttons 1-9
- FPS seems BIT lower...but still runs smoother and less choppy than before.

has anyone else noticed this overall improvement so fast since last night ?
and,,was there an unnumbered update to the PUBLIC REVIEW released some time today ??

Thx

UNIRD12B
Let\'s actually make something happen with this one !
synchromesh
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Posted: 6th Dec 2017 01:15
Quote: "it SEEMS it was updated ( again ? )"

No further updates have been added .. However I do find updates just don't sit well first time and usually takes a verify along with a couple of reboots before it really settles down..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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SHAHIN3D
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Posted: 6th Dec 2017 10:07
Hello
I noticed the beauty of this version
But I see more problems
Leigh can solve these problems
Because I want a very good gg

Another problem:
The Big Escape Stage:
Loading time: (When tested) - Fast and good.
Loading time - (after save standalone) - It's long and it actually takes a few minutes.

also :
Moving the mouse pointer in the menus (after save standalone) is slow.

If you test yourself - you will notice.
amir

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maiacoimbra69
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Posted: 6th Dec 2017 10:47
i will only open my files in final version , i do not have time at the moment to view the errors i am not a beta tester by excellence
Preben
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Posted: 6th Dec 2017 13:30
Download new shaders to fix common issues and add missing functions to PBR shaders (file public-preview-update2.zip):
http://www.daily3d.com/product/support-gameguru-shader-work

In order to use the updated shaders you need to edit setup.ini and use forceloadtestgameshaders=1

update: Cant see the texture of non PBR weapons (to dark), fixed.
update: illumination get lost in the PBR so boosted it, also added BOOSTILLUM to add even more.
update: flash light improved, also remove some shadows as it should. ( still need Graphics Options->LightRay slider > 0 to work , Lee need to fix that ).
added: Contrast and brightness to post-none, so they work if using bloom 0.
added: PBR terrain uv mixing , pattern removal.
added: PBR terrain tri-planer rocks.
added: PBR terrain procudural terrain with variation map.
added: PBR terrain hard edge paint slot.
added: PBR LOD terrain.
added: New water shaders to pack.
Changes made if you use pbroverride=0
added: #define USEPBRTERRAIN , settings.fx - let you use PBR terrain even if your using pbroverride=0
added: #define USEPBRVEGETATION , settings.fx - let you use PBR vegetation even if your using pbroverride=0
... and all the small changes/fixes that i added and forgot about ...

I like to suggest that you edit setup.ini and change to forceloadtestgameshaders=1 , this will slow down loading but will make sure that you have the shader changes that are added and your able to edit/use settings.fx. When shaders/settings are final you can change it back to get faster loading again.

Also a would suggest that you edit setup.ini and set pbroverride=0, this will display your old media like it use to look and not try to add fake PBR that might look wrong. With the new #define USEPBRTERRAIN you can now decide yourself if you want to use PBR terrain/Vegatation even if your using pbroverride=0 , also note that when your using pbroverride=0, if you make/use a PBR object it will use the new great PBR shaders so pbroverride=0 will allow you to mix old media with new PBR media

Enjoy and happy game making!
best regards Preben Eriksen,
granada
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Posted: 6th Dec 2017 13:44
Very cool Preben ,thank you.

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GraPhiX
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Posted: 6th Dec 2017 14:00
AWSOME work thank you so much Preben
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SHAHIN3D
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Posted: 6th Dec 2017 15:15 Edited at: 6th Dec 2017 15:16
no no no ...
I do not believe that the pbroverride should be turned off.
This is not my problem !!!
This is a GG problem
It should work well with pbroverride
GG software should be fixed
So that we can work well with all desired options.
amir
SHAHIN3D
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Posted: 6th Dec 2017 15:25
Another problem:
Usage time: Decals folder items
Suddenly a strange thing happens !!!
The GG software is locked and restarted
As a result, they can not be used.
amir

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granada
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Posted: 6th Dec 2017 15:36
Quote: "no no no ...
I do not believe that the pbroverride should be turned off.
This is not my problem !!!
This is a GG problem
It should work well with pbroverride
GG software should be fixed
So that we can work well with all desired options."


Public preview
It’s not finished yet.

Dave
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Preben
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Posted: 6th Dec 2017 15:39
SHAHIN3D: Your free to use pbroverride=1 and try to set the materials in the fpe to better fit PBR , but the media will not display like the artist designed it to , a better option would be that you set pbroverride=0 and then convert the media you use to "real" PBR , it will look great then , but all options is open this is just my personal suggestions to a setup
best regards Preben Eriksen,
GraPhiX
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Posted: 6th Dec 2017 15:39 Edited at: 6th Dec 2017 17:50
@Preben I have tried to use illumination but think I have gone wrong somewhere

FIXED - Thank you Preben
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Earthling45
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Posted: 7th Dec 2017 00:31
A video of the village with the updated shaders
I've not changed any FX settings, only in the the setup.ini
forceloadtestgameshaders=1
pbroverride=0


SHAHIN3D
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Posted: 7th Dec 2017 11:34
--- Earthling45 :
But your weapon is still dark
And the problem of the darkness of the weapon - has not been corrected.
amir
Preben
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Posted: 7th Dec 2017 14:15
Quote: "But your weapon is still dark
And the problem of the darkness of the weapon - has not been corrected."


It got more diffuse , but unfortunately when you render non PBR as PBR the diffuse can get lost depending on the roughtness and metalness. Only PBR wepaons should be rendered as PBR , or the weapons need to be converted to PBR .

You can convert the crossbow yourself like this:

Make a black texture and save under :
Game Guru\Files\gamecore\guns\medieval\Crossbow\gun_metalness.dds
Edit the gunspec.txt file under the same location , and change:
textured =
to:
textured = gun_D.dds

Then your able to see more diffuse , but again they need to be converted to real PBR, or use the old shaders
best regards Preben Eriksen,
Preben
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Posted: 7th Dec 2017 14:27
About BUGS (this is the most beautiful bug i ever seen), this is a bug that can be reproduced every time , so dont fix it Lee





best regards Preben Eriksen,

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GraPhiX
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Posted: 7th Dec 2017 15:23
I have tried using FBX format and embedding my textures it works GG extracts the textures with the correct formatting except it will not extract the _metalness unless FBX as a limit on 3 textures I'm not 100% on FBX only just started to try it. I have not used the GG importer I really don't want to use that all in all it does work anyone any clue what I am doing wrong?

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Earthling45
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Posted: 7th Dec 2017 17:02
Quote: "--- Earthling45 :
But your weapon is still dark
And the problem of the darkness of the weapon - has not been corrected.
amir"


That might be and Preben has explained why.
Keep in mind that this public preview has not been released as a final working version of GG-DX11, rather it is to see if any showstoppers appear which can be fixed for the final release of the updated GG.

And it makes sense to do this, every community member will have his/her project as a means to test the preview version and hence find and report any problems.

The map which i used did not reveal any problems apart from those known and which is being worked on.
Earthling45
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Posted: 7th Dec 2017 17:08
Quote: "(this is the most beautiful bug i ever seen)"


Preben, these will be great for decorating a tree

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Earthling45
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Posted: 7th Dec 2017 19:35
I have a question.

What maps are we able to use for pbr terrain and how must they be named?
Preben
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Posted: 8th Dec 2017 12:07
Quote: "What maps are we able to use for pbr terrain and how must they be named?"

There is no additional textures for the terrain , the only difference is that we use to have "specular" baked into the diffuse alpha , this is now roughness when you use the PBR terrain .
best regards Preben Eriksen,
Preben
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Posted: 8th Dec 2017 12:13 Edited at: 8th Dec 2017 12:18
Want to test PBR , this is a good free model to get you started. it has rubber/plastic/wood/different metals so if you look at the textures you can see how the different materials are defined

https://www.assetstore.unity3d.com/en/#!/content/58941



best regards Preben Eriksen,

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GraPhiX
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Posted: 8th Dec 2017 12:16
LOL a steam punk racing car Cyber will love that
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Earthling45
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Posted: 8th Dec 2017 12:16
Ah so, thanks Preben, that should eliminate the plastic feel and shine.
Can we add a roughness ourselves or is that a global texture within GG that is used for terrain pbr?
Belidos
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Posted: 8th Dec 2017 12:19
Quote: "the only difference is that we use to have "specular" baked into the diffuse alpha"


The question now, is, does anyone have a decent step by step on HOW to bake a specular map into the alpha channel of a texture (for me specifically in GIMP, but for others in PS as well), i have absolutely no idea how to do it. I've asked in the past but the answers i've been given, while very helpful, i've tried, and for some reason don't seem to relate to the software i'm using, it's as if some people are using the same software (GIMP) with a completely different UI and i get lost and give up.

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GraPhiX
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Posted: 8th Dec 2017 12:22
Quote: "step by step on HOW to bake a specular map into the alpha channel "


do you mean _roughness ? or as it is now _gloss lol
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Belidos
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Posted: 8th Dec 2017 12:25 Edited at: 8th Dec 2017 14:05
Quote: "do you mean _roughness ? or as it is now _gloss lol"


No, i mean specular, as preben said, non-pbr terrain uses specular in the alpha channel, pbr terrain uses roughness in the alpha channel .

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GraPhiX
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Posted: 8th Dec 2017 12:28
lol I must be reading this wrong then

Quote: "There is no additional textures for the terrain , the only difference is that we use to have "specular" baked into the diffuse alpha , this is now roughness when you use the PBR terrain "


so is it still specular then?, I do know how to do it in photoshop if you like me to do a video?
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Belidos
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Posted: 8th Dec 2017 12:32
Quote: "so is it still specular then?, I do know how to do it in photoshop if you like me to do a video?"


I don't use (and never will, i hate anything adobe, and i certainly won't pay monthly for it) photoshop, but it could be helpful to others, so if you want to do it then go ahead

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GraPhiX
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Posted: 8th Dec 2017 13:06


here is a quick way to add an alpha channel to a diffused texture, I saved it as .TGA because I don't have a DDS plugin for PS I think if you do save as DDS you will have to use DXT5 compression I don't think DXT1 stores the alpha channel.

also I did not make it obvious in PS but I used CTRL+A to select all of the spec map.

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granada
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Posted: 8th Dec 2017 13:15
Nice one GraPhiX,thanks.

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Preben
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Posted: 8th Dec 2017 13:37
Quote: "so is it still specular then?"

No no , when you use PBR terrain its roughness that need to go into the alpha , when you use the old terrain (pbroverride=0 without #define USEPBRTERRAIN ) you still need to use specular in the alpha. specular and roughness are not the same thats why some are seeing white dots when using the old terrain textures in the PBR terrain

In GG roughness and gloss is the same, the _gloss in GG are inverted so act as a standard roughness texture.
best regards Preben Eriksen,
GraPhiX
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Posted: 8th Dec 2017 13:41
LOL that is what I thought Belidos was trying to confuse me
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Playing: Cogwheel Chronicles
Posted: 8th Dec 2017 13:49 Edited at: 8th Dec 2017 13:50
Quote: "LOL a steam punk racing car Cyber will love that"


You're not kidding mate

@Preben - did you change the textures for GG ?

Below is my quick import using experimental 'unity style' PBR shaders:



Cheers.

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Belidos
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Posted: 8th Dec 2017 14:03 Edited at: 8th Dec 2017 14:23
Quote: "No no , when you use PBR terrain its roughness that need to go into the alpha , when you use the old terrain (pbroverride=0 without #define USEPBRTERRAIN ) you still need to use specular in the alpha. specular and roughness are not the same thats why some are seeing white dots when using the old terrain textures in the PBR terrain "


OK now you're totally confusing me, the way i read what you said was that we use the specular in the alpha as roughness.

Also, with all these overide and #define settings, someone really needs to list what they are, what they do, and when to use them. Most people using GameGuru just want to run it and create their maps, they don't want to be having to dig into fx settings and ini settings, it's far too confusing.

For example if i wanted to use a mix of PBR and non-PBR models, and terrains, what exact settings would i need?

Edit: To be honest, i've been thinking about it, and this whole terrain thing is too complicated, it's great to be able to change the texture son the fly, but it's also quite limiting because when using the custom textures it looks like we have to choose either pbr or not, at least when the texture system had texture sets (ala the old system) it could have been set up so that it works like the fpe system where you could have a pbr and a non-pbr terrain fx and point to that in the terrain files. But with the custom system you load the textures into it and it doesn't know whether it's a pbr or non-pbr texture s you have to define it in the ini file, so i would assume you can't have a mixture of pbr and non-pbr on the same terrain sheet, which is quite limiting.

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Earthling45
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Posted: 8th Dec 2017 14:41
The way i understand it is that we don't really use pbr textures for the terrain.
Roughness is added with the default setting.
When setting pbroverride=0 in the setup ini, this does not happen and hence we must set #define usepbrterrain in the settings.fx.

However, in order for changes made in settings.fx to have effect, we must also set forceloadgameshaders=1 in the setup.ini
Preben
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Posted: 8th Dec 2017 15:55
Belidos:
Quote: "No, i mean specular, as preben said, non-pbr terrain uses specular in the alpha channel, pbr terrain uses roughness in the alpha channel ."

This is 100% correct

Quote: " if i wanted to use a mix of PBR and non-PBR models"

You do this be in setup.ini by setting "pbroverride=0"

Currently you must decide if you want PBR or non PBR terrain you cant mix it , and i agree it would be great if we had some kind of fpe in the terrain folder to set what shaders to use , but its still "beta" so there WILL be made changes to how everything work and are defined.

And yes some doc is needed when everything is defined and default settings is in place

cybernescence:
Yes i inverted the smoothness in the alpha of: SpeedPunk2_Kart_MetallicSmoothness.tga and saved as gloss
best regards Preben Eriksen,

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