Quote: "Okay, perelect, so I tried that method with a rock cave entity. Good and bad news.
It made it dark-- basically normal looking, BUT it made it glossy like plastic! So many times
I've seen this happen to what should be matte finish (dull finish) objects. Sandstone
should not glisten like glossy painted pots! Lol
We're on the right track it looks like, just maybe there's another setting I could check."
Now this is in the area of adjusting texture maps to suit your needs, as Graphix first posted.
This is the best option, and to get the best end result in this version of GG they need to be converted to PBR.
This is beyond my skill set.
But if you want to experiment you could try..
You could try adjusting the specular setting as tdreisinger suggested,
This can be done to some extent by clicking on the entity then going to properties and adjust the specular settings.
( This is what i do myself to adjust these older models to this PBR version of GG. )
If you have an app like Paint.Net you can adjust the texture itself,
I usually just adjust saturation, brightness, contrast and color levels.
If you understand how DNIS maps work you can make them in Paint.Net as well.
So if a texture is named xx_D.dds it will use xx_N.dds, xx_I.dds, xx_S.dds if they are provided.
Look at another entity that uses this, to understand its fpe settings and texture maps to see how it works.
The other option is to adjust/change shaders which i see you have already tried.
If you try to tweak some setting in the .fx files you need to change forceloadtestgameshaders=0 to forceloadtestgameshaders=1 in setup.ini and restart GG for it to take effect.
You can also go back to a non PBR version of GG on steam, if you dont want to use the PBR features.
Cheers
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