Product Chat / Can anyone help me fix this. ( black texture after update. )

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PCS
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Posted: 18th Apr 2018 20:57 Edited at: 18th Apr 2018 21:19
Please help me. i dont know how to fix this.

Ps.
Quote: "@TazMan : The system is pretty smart, and you can provide both DNS texture set and PBR texture set with the same entity, and based on whether the user has PBROVERRIDE set, they can have it in both non-PBR and PBR. Also, if the user is running PBR, and it finds an older DNS textured model, it will still render it using the PBR system, it just won't have the extra metalness, gloss and AO maps that make it even better."


i though the new system would have fix this.
so now i also cant fix it, . dont know how
so now i need help please.

Thank you.
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Pirate Myke
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Posted: 19th Apr 2018 02:32
Where is this media from?
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synchromesh
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Posted: 19th Apr 2018 02:41
That looks like old free media especially the bunkers ..
They just may not be compatible now
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Posted: 19th Apr 2018 05:46 Edited at: 19th Apr 2018 05:48
in the previous public preview two weeks back i did not had this problem with the models, i am still using the oil rig in my W.I.P. i am now on the normal steam update that happened just a few days ago, and now this.??
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GraPhiX
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Posted: 19th Apr 2018 07:54
can you let me know where that media is in GG I will have a look see if I can fix them
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Posted: 19th Apr 2018 09:48
GraPhiX Thank you. I am at the work. Wil do that when I'm back at the house.
If not standard media. I wil send them to you.
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TazMan
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Posted: 19th Apr 2018 13:36
I have also found this problem on some new entities that I have been getting ready to upload to the shop, these textures have just been created especially for the entities. As you can see from the images there are black marks where it should be Aged Steel.

The Entity in Substance Painter:


The Entity in Max:


The Entity in Game Guru:


As you can see from the above image the areas circled in yellow are different from what they should be according to the other two images above it.

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Posted: 19th Apr 2018 13:39
Hi Andrew that has happened to me and I found out the faces were flipped lol is this the case for you?
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Posted: 19th Apr 2018 13:53 Edited at: 19th Apr 2018 13:53
Quote: "Hi Andrew that has happened to me and I found out the faces were flipped lol is this the case for you?"


Yup, it does look like it might be inverted polygon normals.


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granada
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Posted: 19th Apr 2018 14:17
looks like those parts have no smoothing groups like the other parts that show ok


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Posted: 19th Apr 2018 17:38
Has anybody found a fix for this? lots of my old media plus anything else I create new is either partially black or just completely black. I use Fragmotion and milkshape3d if that helps.
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Posted: 19th Apr 2018 17:42
Thanks, everyone, I had a look at everything but I could not seem to fix it so I decided to recreate the handles. I started with a pipe and bent it around until I had the correct shape, This was made out of one piece as I said so and there was no mirroring and no stretching so everything should be OK, I then textured it as before and it still looked fine but when I put it in GG I got this.



Help, what is going on!!
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Posted: 19th Apr 2018 17:44
I already fixed this in a pre. PP , but somehow Steam don not always download the new .blob files (compiled shader files) , could you try to set "forceloadtestgameshaders=1" in setup.ini , and report back it this solved it , thanks

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Posted: 19th Apr 2018 17:45
can you send me the model via PM (the x not the obj) with your textures I will try it in GG just to rule out any of your settings, I will delete it once tested
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Posted: 19th Apr 2018 17:49
Hey GraPhix, would you mind taking a look at one of mine?
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Posted: 19th Apr 2018 17:54
Quote: "Hey GraPhix, would you mind taking a look at one of mine?"


sure send it to me
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Posted: 19th Apr 2018 17:57 Edited at: 19th Apr 2018 18:09
Where do I send it to?

*Edit* Sent, Thanks!
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Posted: 19th Apr 2018 18:11
The original problem from PCS , is a tangent problems that was fixed by moving the tangent calculation to the shader , so it do not have anything to do with the models , please try "forceloadtestgameshaders=1" and let me know if it fix it
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Posted: 19th Apr 2018 18:32
@Preben . hi just come from work will try forceloadtestgameshaders=1 and let you know as soon as possible.
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PCS
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Posted: 19th Apr 2018 18:37
Preben i have tried forceloadtestgameshaders=1 but the black texture are still on the model.
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Posted: 19th Apr 2018 18:53
this is the models i have problems with.
all off them are free models from some users on the forum.
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Pirate Myke
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Posted: 19th Apr 2018 20:12 Edited at: 19th Apr 2018 20:17
Do you have the bunker1.jpg file that is list in the bunkerhouse2.fpe file?
It was not included with the zip file.

These models have map that are not named proper for some.
The oil rig and the old factory I see the issue you are.

Let me mess with these a bit.
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Posted: 19th Apr 2018 20:43
lol @Pirate Myke you beat me too it
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Posted: 19th Apr 2018 21:13 Edited at: 19th Apr 2018 21:15
sorry. lol
here it is, will it work like this or do i have to send it in a zip file
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Posted: 19th Apr 2018 21:19
That is why this forum is the best, every one is so help full. thanks everyone. i have to think of a way to give back to the community, just don't know how.
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Posted: 19th Apr 2018 22:09 Edited at: 19th Apr 2018 22:17
ok here you go. this media is fixed and new textures are made for the DNS system.
Files attached. Let me know if this solves your issue.
I had to split them up in 3ds max and then re export them.

All Fixed now.
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Posted: 19th Apr 2018 23:41 Edited at: 20th Apr 2018 00:04
hi Pirate Myke, thank you, you are a star . the oil rig and old factory is fixed perfect,

but the two bunkers still have the black texture.

The big bunker were you come down the first set of stairs on the left side there are still a flickering of a black texture when you walk there.

Edit ;;;; sorry i made a mistake the oil rig texture is ok but the orientation of the hole model is now wrong. i have attach picture of original oil rig look closely at the first one with the black texture , when you will see it is not the same as the one you send me.
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Pirate Myke
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Posted: 19th Apr 2018 23:50 Edited at: 20th Apr 2018 00:01
I did not re export these models. I just made new textures for them. I will bring them in 3dsmax and re export them.


EDIT:
Ok here are the fixed bunker houses.
Just replace the x files and reload them.
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Pirate Myke
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Posted: 20th Apr 2018 00:02
Bump for mesh fix.
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Posted: 20th Apr 2018 00:17 Edited at: 20th Apr 2018 00:18
OK , bunkerhouse2 fixed thanks.
Big bunker still have black texture flickering at stairs
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Posted: 20th Apr 2018 00:37 Edited at: 20th Apr 2018 00:46
some how the model you send me was inverted or swap some how.
original model on left side
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Pirate Myke
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Posted: 20th Apr 2018 05:39
I will fix them. That happens when I converted the x file to obj in fragmotion. I tried to rush it. Sorry. Well fix it in the morning.
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Posted: 20th Apr 2018 14:27
Alright, It is morning again for me here in California.

Attached are the x files with Y axis reversed. Hopefully they are in the right direction for you now.

The large bunker by those steps had 2 polygons over lapping. I deleted extra vertices and welded them together. Hopefully it works now for you.
As this was an error in the model and nothing I did personally, I normally don't edit someone else's media files.

Replace the x files and reload them into your map. Hopefully I got this right this time for you.
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GraPhiX
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Posted: 20th Apr 2018 16:13 Edited at: 20th Apr 2018 16:16
Hi TazMan

I have extracted the handle from the door (as that was what was giving you a problem not the door) I re scaled it and created a uv for it this is how it looks:
Quixel Render


and in GameGuru


so as you can see its not a fault in Gameguru sorry if you send me your email address via PM I will send you the project files
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Posted: 20th Apr 2018 16:44
Just a quick heads up, I am finding a lot of models with the wrong normals, if you are using DNS textures the normal needs to be +Y and for PBR -Y GameGuru may show the model as all black if it cannot use the normal map, sometimes dependant on the model (PBR) it needs to be +Y if you find an issue with your normals when testing your PBR Asset flip the Normal Maps Y in you texturing program and try it again.

The Y Channel is the Green Channel
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Posted: 20th Apr 2018 17:36 Edited at: 20th Apr 2018 17:38
Quote: "Just a quick heads up, I am finding a lot of models with the wrong normals, if you are using DNS textures the normal needs to be +Y and for PBR -Y GameGuru may show the model as all black if it cannot use the normal map, sometimes dependant on the model (PBR) it needs to be +Y if you find an issue with your normals when testing your PBR Asset flip the Normal Maps Y in you texturing program and try it again.

The Y Channel is the Green Channel"


If anyone wants to know how to do this in GIMP, then here's how it's done:

1. Load your normal image into GIMP
2. On the right hand side you will (if using the default layout) see a window with your layers, right at the top of that are tabs, click the channels tab.
3. Toggle all the channels by left clicking them until only the green channel is highlighted in blue.
4. Go to the menus and select Select > All.
5. Go to the menus and select Colors > Invert.
6. Go to the menus and select File > Overwrite {name of image}.

Job done.

Took me ages to work out how to do that, and searching on google didn't help very much.

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TazMan
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Posted: 20th Apr 2018 17:36
Thanks GraPhix, that looks fantastic. I appreciate the work you have put into this.

@PCS my apologies for hijacking your post a bit.

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Posted: 20th Apr 2018 17:46
Quote: "Thanks GraPhix, that looks fantastic. I appreciate the work you have put into this."


you are very welcome glad I could help
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Posted: 20th Apr 2018 21:38 Edited at: 20th Apr 2018 21:43
@TazMan, don't wary your not hijacking, as long as someone can fix your stuff im happy.

@Pirate Myke . thank you for all your help. i understand its not your fault or your models. i appreciate all you have done. but the models are still not wright.
1. the oil rig orientation looks ok , but the model is weird.

2. old factory some floors missing.

3. bunkerhouse2 walls missing, windowsills and door frame looks weird, and and texture not the same as original model in picture on right side of pic.



4. big bunker still have black texture.


Sorry if it sounds like i complain, not my intention.
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Posted: 20th Apr 2018 22:28
Added 'invertnormal' to FPE fields so artists can toggle green chan…

If i read this correct, with the next update it should be easy to invert the greenchannel with 'invertnormal' in the FPE.
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Posted: 20th Apr 2018 22:43
Hi earthling yes Lee as released a beta with those settings which is good for the old models but people should be aware of how to make sure new ones are correct, it will be good practice to get them right at design time to save fuss and messing about later
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Posted: 20th Apr 2018 22:48
Quote: "make sure new ones are correct"


Agreed, in another thread ive posted two substance export presets for GG one with alpha and one without, both export the normalmap with -Y.
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Posted: 21st Apr 2018 06:57
@pcs Go ahead and add the Cullmode = 1 statement to your FPE files for the models I corrected.
Oil rig has a messed up railing I will try and fix.
BunkerN1Has some z clash going on still. Also suspecting that I may need to tile the UV out again. I will re look at this.

I have downloaded Harry Weavers (dagored) model pack for this to compare them.
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Posted: 21st Apr 2018 19:18
Ok Thanks a lot Pirate Myke
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Posted: 23rd Apr 2018 01:09
Lee posted this on steam .. Is this related ..
Quote: "I have found and fixed an issue (to be released very soon) which shows black polygons on some legacy models related to tangent calculations. This is separate from any lightmapping issues reported so far."
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 23rd Apr 2018 04:48
Could be. I re exported the ones that did not have z clash with tangent normals checked from 3ds max and seemed to have cleared it up.

The z clash one I am still working on.

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Posted: 24th Apr 2018 08:15
Ok so I downloaded the original " Model problems zip " at the beginning of the thread and all seems to be fixed.
Looks like Lee sorted problem ..
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Posted: 24th Apr 2018 17:46 Edited at: 24th Apr 2018 18:42
edited. ok i have reload all my original models and all of them is fixed , except the big bunker there are still a black texture at the stairs.

Lee thank you very much and thanks to every one who has help so generically.
i have attached the picture of the big bunker with the black texture.


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Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

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synchromesh
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Posted: 25th Apr 2018 01:36
Quote: "except the big bunker there are still a black texture at the stairs."

Wasn't that always there ?
Thought I remembered that from when it was released and its an in textured poly ... not part of the bug.
But I could be wrong ?
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Posted: 25th Apr 2018 11:39
when I was using dx9 there were no black texture there.
It only appear after the dx11 major update .
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11

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