3rd Party Models/Media Chat / Multiple texture PBR uses wrong maps

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Avenging Eagle
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Posted: 12th Jan 2019 00:32 Edited at: 12th Jan 2019 00:35
I'm working on my first multi-textured model in PBR; it's a poster inside a box with a perspex front. The reasoning behind breaking it up into two materials (one for the poster, one for the box) is so that others can simply paste their own poster image in to the _color and create their own.

Getting Game Guru to recognise two materials was fine, and I left "textured =" blank in the fpe., it even registers the two _color textures and displays them fine. But it's currently using the _gloss and _metalness maps from the poster material for the entire model, ignoring the _gloss and _metalness maps that exist for the box material. It's also totally ignoring the _normal map of the box material too, which sound give the edges of the box a brushed metal effect.



For the avoidance of doubt, here are all the files I'm using.



Am I doing something wrong? Or is it Game Guru?

EDIT: The shader currently used is apbr_basic.fx - could it be that?

AE
Belidos
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Posted: 12th Jan 2019 10:28
Yep i reported this months ago, for multitexture it uses all the color files, but only the one set of additional textures, even the normal maps.

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Avenging Eagle
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Posted: 12th Jan 2019 11:54
This makes me sad.

Thanks for flagging though, Belidos.

AE
GraPhiX
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Posted: 12th Jan 2019 12:31
Just make then 2 separate entities for the moment to get around it
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Pirate Myke
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Posted: 12th Jan 2019 13:47
Have you tried listing your textures like this in the fpe file?
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Belidos
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Posted: 12th Jan 2019 14:53
None of that made any sense to me, no idea where you would find all the material numbers and names etc. And to be quite frank we shouldnt have to mess around that much to get an entity to show the right textures.

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Pirate Myke
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Posted: 12th Jan 2019 15:20 Edited at: 12th Jan 2019 15:23
If you take and import a multi textured object into the importer. Once you define all your textures, and save it out. You will see these listings in it.

I think it was to get the media to write to standalone, before the .FPP function was introduced.

Not much has really been said about either of these functions, so they remain a GG mystery without a lot of trial and error.

Now if you make your own models and export texture out with your model, Game Guru reads 90% of the textures from the model itself now. This seems to work to a point, until you start Light mapping your level. Then it is very broken often Hiding your entities completely in baked lighting mode.
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Avenging Eagle
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Posted: 12th Jan 2019 16:58 Edited at: 12th Jan 2019 16:59
Quote: "Just make then 2 separate entities for the moment to get around it"

That's a compromise I'm not prepared to make, in this case. Besides, no one wants to spend ages messing around perfectly lining up posters with boxes.

Pirate Myke, has the above method you mentioned worked for you? Because I tried it and it didn't work for me, although I didn't know what or how to define the different materials.

What's really weirding me out now is that, despite deleting the poster textures and their _metalness and _gloss maps, the models still show not only show the _color poster textures, but are still using the poster _metalness and _gloss maps.



I literally deleted them from the folder!



I assume that means they are cached somewhere? FPSC used to have a cleaner to delete cached files and .dbo's - does GG have one too?

AE
Pirate Myke
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Posted: 12th Jan 2019 17:26 Edited at: 12th Jan 2019 21:49
You can use the same one. But I don't recommend it any more by the batch method. A lot of the DLC only comes in DBO format now and wiping that out would mean a re download of your purchased DLC that would be affected.

I still make atlas sheets as I have the desire to lightmap 90% of the time. I will give this a test again as I thought the textures were picked up from the model first, then looks at the FPE file references.

Can you email me the X file to one of them to myke1net@hotmail.com



Tested with an FBX file with 3 textures in it.











Metalness - black is dialectric, White is metal

Gloss - Black is shiney, white is rough

Roughness - Black is Rough, White is shiny Not used in GG

Displacement (height) - White is height, black is lows. Nit fully implemented in GG

Normal direction +X -Y +Z
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