Okay, I guess I have found way to activate specular map
I copied this values from ir_glowmask_dns to ir_bbsimple1
<Specular_Alpha>1.000000</Specular_Alpha>
<Specular_Color>1.000000 1.000000 1.000000 1.000000</Specular_Color>
<Specular_Map_Amount>1.000000</Specular_Map_Amount>...
Saints Row 4 has two type of skins
1) Styles or costumes - 3d models which can have own icon, animation, vfx, description but it always imposes data like clip size, fire rate etc from weapons.xtbl
2) Skins - simple textures which you can apply on some style or weapon
Today I will teach you how...
Not really, even for weapon, only dns glow mask turn it on. I had one guess that you can activate specular map with some shader parameter but I could not find it. Also I did not check with which light source specular map is working. Maybe only with material glow, but I am not sure
1) You weapon should has real size in centimeters, this pistol is around 15 sentimeter in lenght, with bone root 1.0 scale. Check it.
2) Barrel should lay parallel by Y axis
3) Root bone shouldn't has any rotation transform, weapon's mesh too
I recommend you download this weapons pack it didn't...
White textures mean that they didn't load, I belive you didn't merge some asm_pc file. Clone tool create three, one for 3d mesh archive, and two others for hi-res textures, looks like your textures archive asm has only one set.
I am far away from my pc, so I recommend you to extract my RE5...
I don't thing that this small things deserve the tutorial, also I wrote about it in the end of my tutorial.
To create 3d costume for new weapon
1) Clone ingame weapon as weapon
2) Replace it with your 3d mesh
3) Delete weapons.xtbl
4) Open weapon_costumes.xtbl
5) Replace <Weapon Entry> section...
1) You are using wrong XYZ coodinate grid, you should use Z as up axis but export FBX with Y as up
2)You didn't use bone root scale to 2.54 or your system unit isn't a centimeter
3)The position of all weapon's parts as the magazine, muzzle flash, handle, shell eject defined by some...
Your textures use channel based compression. Some textures(like opacity, roughness, specular...) is black an white so you can paste them to one of the 4 texture channel(Red, Green, Blue, Alpha) so the engine uses a shader that will divide this texture by channel an apply it to mesh. Bad news -...
This isn't normal but the plugin for import has some flaw and can apply weights from one bone to a random if skeleton has more than 70(I guess) bones. If you follow my tutorial you don't need skin information, you transfer weights from template model.
You should render UV net to texture and place it above your texture to see seams. Also there are some 3d textures editors like substance paint, or 3d coat.
Sadly but this it is impossible, all weapons and powers hardcoded to exe and Lua scripting in SR games is a joke mainly used for starting dialogs and some mission elements.
Oh yeah, I forgot about it, I had some problem with this script in max so I did't use it, SRIII formatdescription and maxscripts maybe it works much better because plugin applies one material on all mesh.
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