Product Chat / Cold War Pack and Material Index? Almost every entity is wrong?

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Kitakazi
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Posted: 3rd May 2019 03:42
So with the Cold War Pack just about every item has the wrong material index assigned to it?
All the new things in the newest update are set to glass, which is like vehicles, missles /missle loader and also the turbine is set to glass.
Obviously metal objects are set to stone.
The crate that has (wood) in its name is set to stone.

So my question is.. is there a reason everything has a material index that is seemingly incorrect? Because it is a lot of items that would have to be changed, and although a simple task the amount of entities would make it time consuming. And it was $$$.
wizard of id
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Posted: 3rd May 2019 06:47
Quote: "So my question is.. is there a reason everything has a material index that is seemingly incorrect? Because it is a lot of items that would have to be changed,"


Thanks for the feedback I will look into, have a chat with lee and perhaps we can adjust some materials, it's simple enough.As for reason, I generally never bother with the material indexes unless it's a walkable surfaces, or some times I actually forget about them entirely mostly due to them being useless for the most part. Setting a whole entity that has glass/metal and wood texture materials to one single material sound is rather imperfect, we don't even have decal holes, proper breaking glass, wood, metal ect. However as a official release this was an oversight on both lee's and my part for not double checking. Our apologies if you feel let down in any way.

As $$$ comment TGC didn't pay any thing for the content. It was developed non stop for 9 months, at my own expense, with no income being made during this time.


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UNIRD12B
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Posted: 3rd May 2019 14:10
Hi I'd ,
Are you saying you created all that content and
tgc store is selling it for around $30 and you get nothing
out of it at all ?

UNIRD12B
Let\'s actually make something happen with this one !
synchromesh
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Posted: 3rd May 2019 14:25 Edited at: 3rd May 2019 14:27
Quote: "Are you saying you created all that content and
tgc store is selling it for around $30 and you get nothing
out of it at all ?"

Im guessing WOI Creates the pack and TGC officially publish and distribute it so no doubt WOI gets his cut of the sales.
That's usually how these things work in the industry.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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wizard of id
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Posted: 3rd May 2019 14:49 Edited at: 3rd May 2019 15:01
Quote: "Hi I'd ,
Are you saying you created all that content and
tgc store is selling it for around $30 and you get nothing
out of it at all ?

UNIRD12B "


You misunderstand while this was being developed this was all I was working on full time which meant, I didn't get income from else where during the process of making the content. With regards to sales, won't give you actual figures, it is selling quite well compared to other DLC's, if you expecting 1000's of dollars in sales, I have yet to make my development costs back let alone a $1000 since it has been on sale.
You also have to remember TGC takes half and steam takes 30% and not every one pays $30, russia for example pays less the 7 bucks I think, vast majority of countries are being charged far less than the US and Europe prices in general, top that off with it going on sale from time to time, you would be shocked to see the results even with the DLC and other DLC's doing pretty well in general, often getting to the first page of top game development sales charts.

People have the illusion indies and artists are making a killing on steam, we aren't. well most of us
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granada
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Posted: 3rd May 2019 16:57
Your right there,I looked into the figures a while back and it’s not worth the time involved.your better of just putting your models into the store

Dave
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UNIRD12B
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Posted: 3rd May 2019 17:55
Thx Id ,
for the clarification,,,,,I was a bit worried at first.

UNIRD12B
Let\'s actually make something happen with this one !
Kitakazi
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Posted: 3rd May 2019 18:34
Oh the pack is great for sure and I appreciate the hard work you put into it. But doesn't light from light sources reflect differently off different material index's in PBR? please correct me if I'm wrong but for example if you have a wall with materialindex stone it will reflect light differently than if the material index is set to metal.
This was my main concern when I posted sry about the $$$ comment came off a little more rude sounding than I intended.
wizard of id
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Posted: 3rd May 2019 18:48
No problem. I don't think people realize what goes on in the background, it isn't easy.

Short answer no, the materials sounds don't affect the actual material it self.
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Kitakazi
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Posted: 3rd May 2019 23:33 Edited at: 4th May 2019 00:41
Ok so check this out. This is the exact same wall, the only difference is the setting of "materialindex ="
The first one is set to materialindex = 1 (stone)


The second one is set to materialindex = 2 (metal)


Here is both - for reference there is 2 white lights in this picture. 1 placed in front of each wall.


So as you can see changing the materialindex definitely changes more than just the audio. Seems to effect something with glossiness im not sure. I have yet to really test other materialindex settings but ill post if I find anything interesting.

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wizard of id
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Posted: 3rd May 2019 23:39
will have to run some tests and speak to lee on monday. As far as I am aware it's doesn't make a difference
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granada
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Posted: 4th May 2019 00:32
Hard to see properly on my phone but it dose look different

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OldFlak
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Posted: 4th May 2019 01:43
Quote: "Your right there,I looked into the figures a while back and it’s not worth the time involved.your better of just putting your models into the store
"


Yeah if $TEAM is involved you are being ripped off. If they only took 5 or 10% it would be fair enough, and they would still make a killing.

That is of course how the big guns operate - you do all the work they take all the dollars.

Reliquia....
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wizard of id
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Posted: 4th May 2019 08:36 Edited at: 4th May 2019 08:42
@Insane6

After some testing recreated the flatbed trolley 3, 18 times and assigned each one, one of the 18 materials.Used grid snapping, rotated each one exactly in the same direction spaced equally apart and in row, viewed each one at exactly the same angle back and front.

As I said material index is ONLY applicable to SOUND not the physical TEXTURE, SHADER or MATERIAL.Because you are viewing the stuff side by side with a light source at a different angle it appears that it is different, it's exactly the same.

I stick with my statement where I said the material index is for sound and decal effects, and is for the most part useless, unless it's a walk-able surface I don't bother with it.

You are welcome to test my findings.


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cybernescence
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Posted: 4th May 2019 08:53
The material index is also typically used to determine and apply an approximate gloss texture to assets that don’t have one when pbroverride=1 is set.

But I understand this Cold War set is PBR textured so this shouldn’t apply in this case.

Ideally the index would be set correctly though so that for example sparks decals do not come off a stone asset when hit.

Is that test wall part of the set? Does it have a gloss texture?

Cheers.
Belidos
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Posted: 4th May 2019 15:17
As cybernescence said, material index does affect how lighting responds to the models texture, but only if it doesn't have the correct set of textures. The other areas it affects are the sound as we already know, and the damage decal shown when you shoot at or hit the entity.

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Posted: 4th May 2019 16:40
.. and bullet holes if you are using my script.
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Kitakazi
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Posted: 4th May 2019 18:39
Ah I see, the wall I was using in my screenshots was not PBR. I should have thought about that.

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