Product Chat / [SOLVED] repainting a model

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benjiboy
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Posted: 12th Oct 2019 18:27 Edited at: 13th Oct 2019 15:53
If there's a tutorial and I missed it, I apologise.
I tried editing the DDs for the fanatasy wizard - aiming for a cartoony, bright result.
What I got was a bright wizard for sure, but the eyeballs were no longer visible.
I use paint.net and upon saving it gave me a bunch of choices for DDS format. Perhaps I chose the wrong one.
Any hints as to what I've done wrong, peeps?

EDIT:
I have the eyes back.
You can't teach an old dog.

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Blacknyt46
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Posted: 16th Oct 2019 16:57
Hi benjiboy, I was messing around with DDS stuff too. Since I'm having problems with getting my Egyptian models into g.g. I spent hours learning blender and such. I been set back from not having the right characters,So I decided to finally make my own. Now that didn't work out. I tried many different ways.I was wondering,did you find a tutorial for manipulating DDS? I searched the web and couldn't find one that's right for g.g. Many Thanks
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osiem80
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Posted: 16th Oct 2019 17:12
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benjiboy
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Posted: 16th Oct 2019 17:47
Not really. - the pics have been removed and I have *no* idea what the following means:-
Did you happen to only edit the main texture and not the MipMaps for LOD transition?

But thanks anyway.
You can't teach an old dog.
Teabone
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Posted: 16th Oct 2019 18:01
Are you also repainting the normal and spec DDS textures?
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granada
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Posted: 16th Oct 2019 18:40
Is black transparent in GG I can’t remember

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Blacknyt46
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Posted: 16th Oct 2019 18:53 Edited at: 16th Oct 2019 19:06
[Is black transparent in GG I can’t remember] If it is? I would've never had known that. I wonder how hard it would be for Lee to change it to the right name? Jeeez
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GubbyBlips
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Posted: 17th Oct 2019 02:43
??? Well, transparent (nil space) is bright I believe.

Only thing I've done so far with models-- so I'm sure not an expert.
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OldFlak
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Posted: 17th Oct 2019 07:18 Edited at: 17th Oct 2019 07:19
Quote: " I wonder how hard it would be for Lee to change it to the right name? "

Not sure what you want him to name. Transparency is done using alpha channel. Greyscale, Black (transparent) white (solid) greys (semi-transparent)
You also need to use correct .dds format and fpe settings for it to work.

However be assured getting transparency to work in GG is not fun

OldFlak....
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Pirate Myke
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Posted: 17th Oct 2019 07:23 Edited at: 17th Oct 2019 07:24




Pure black (0,0,0) is full transparent in Game Guru by default.
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OldFlak
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Posted: 17th Oct 2019 07:24 Edited at: 17th Oct 2019 07:43
@benjiboy
GG will create missing PBR textures based on the material index in the fpe.
So if you are using DNSI and don't have pbroverride=0 set in settings it will use the _D and create the missing pbr's. Maybe it is creating gloss/metal textures that are making it too bright.

Same deal for PBR if any textures are missing, they will be created based on the material indeed in the fpe. So be sure to create all required textures so that your model looks the way you want, rather than the engine trying to guess for you.

Belidos has good info on required textures that may be of help to you.

OldFlak....
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benjiboy
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Posted: 17th Oct 2019 08:48
Thanks all.
I've only messed with the _D.DDS so far and given it a different name to the original, without generating new _N.DDS etc. So from what you've said OldFlak what I'm getting is generated from materialindex, which would explain loss of brightness in some parts of the map and not others, when compared to the original.
So much to learn - so little time - and so few grey cells with spare learning capacity. /-{
You can't teach an old dog.
OldFlak
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Posted: 17th Oct 2019 10:43 Edited at: 17th Oct 2019 10:53
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@benjiboy
With DNSI the _S (specular) is what determines what is shiny\metal and what isn't.
In Setup.ini pbroverride=1 by default, so when using a DNSI model, this is instructing the engine to treat it as PBR. In this case the engine won't use the _S and it will create the missing PBR textures (_gloss and _metalness)

So had a play to try to help you see what is going on behind the GG scenes.
Do not laugh at my re-texture it was just a test - and besides wizards should be green - lol

The FPE for the wizard has materialindex = 0 (GenericSoft)
So if GG creates the missing _gloss and _metalness maps for it then it will look dull (nothing will have any shine)


Here I changed the materialindex = 2 (metal)
So if GG creates the missing _gloss and _metalness maps for it then it will look shiny (because it thinks it is all metal)


Note: all I did here was change the material index in the FPE and restarted GG. So while this is not by any means a solid go at re-texturing the fella:
- it does show it is displaying correctly.
- it also shows that GG is not using the _S, but creating it's own textures based on the materialindex in th FPE.

So you either have to:
1) set pbroverride=0 in Setup.ini to force GG to use all the DNSI textures
or
2) create the correct PBR textures so it displays PBR correctly

Yeah, there is much to learn, but just enjoy the ride
FYI - More info on fpe here.

Hope that all makes sense

OldFlak....
aka Reliquia
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