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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
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.