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NFS 16

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zimex25
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Re: NFS 16

Post by zimex25 »

any progress?
AirOne
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Re: NFS 16

Post by AirOne »

@ Wobble -> Is there a possibility to update nfs_filter_64.dlx with smoothing groups?
Tell me if I'm wrong, but apparently they're missing...

If you want to convert all DDS to PNG, (even normal maps), you may use apenov's DDS Converter (http://www.nexusmods.com/fallout4/download/23549).

Here is my xml for Corolla into UU3D:
<cars>
<car_toyota_sprintergtapex_1986_wheelfl_seta_generic_mesh.mesh>
<trans>0.60710824 0.07055642 1.1981843</trans>
</car_toyota_sprintergtapex_1986_wheelfl_seta_generic_mesh.mesh>

<car_toyota_sprintergtapex_1986_wheelfr_seta_generic_mesh.mesh>
<trans>-0.60704637 0.07055642 1.1981845</trans>
</car_toyota_sprintergtapex_1986_wheelfr_seta_generic_mesh.mesh>

<car_toyota_sprintergtapex_1986_wheelrl_seta_generic_mesh.mesh>
<trans>0.629536 0.07055642 -1.1660806</trans>
</car_toyota_sprintergtapex_1986_wheelrl_seta_generic_mesh.mesh>

<car_toyota_sprintergtapex_1986_wheelrr_seta_generic_mesh.mesh>
<trans>-0.6292627 0.07055641 -1.1660806</trans>
</car_toyota_sprintergtapex_1986_wheelrr_seta_generic_mesh.mesh>

<car_toyota_sprintergtapex_1986_animatedheadlightl_seta_generic_mesh>
<trans>0.63606423 0.48411864 1.7665852</trans>
</car_toyota_sprintergtapex_1986_animatedheadlightl_seta_generic_mesh>

<car_toyota_sprintergtapex_1986_animatedheadlightl_setb_generic_mesh>
<trans>0.63606423 0.48411864 1.7665852</trans>
</car_toyota_sprintergtapex_1986_animatedheadlightl_setb_generic_mesh>

<car_toyota_sprintergtapex_1986_animatedheadlightr_seta_generic_mesh>
<trans>-0.63606423 0.48411864 1.7665852</trans>
</car_toyota_sprintergtapex_1986_animatedheadlightr_seta_generic_mesh>

<car_toyota_sprintergtapex_1986_animatedheadlightr_setb_generic_mesh>
<trans>-0.63606423 0.48411864 1.7665852</trans>
</car_toyota_sprintergtapex_1986_animatedheadlightr_setb_generic_mesh>
</cars>
AirOne
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Re: NFS 16

Post by AirOne »

Nevermind: it works.
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Re: NFS 16

Post by AirOne »

Regarding the texture extraction tool (nfs_converter_v102), I'm afraid this tool is not totally accurate for now because alpha maps are missing.
Several maps (ie badge / grill / chassis maps) need transparency in order to be applied on the car.
Is there any possility someone can update the itexture/chunk converter?
On the sample below you can see that squared bolts need transparency:
Image
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Wobble
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Re: NFS 16

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:55 am, edited 1 time in total.
AirOne
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Re: NFS 16

Post by AirOne »

Some maps have alpha transparency, ie brembo badge caliper, but they're very rare.
Maybe are the _m maps used as a transparency for _d maps, but these are RGB maps and not B&W alpha map as usual.
I use:
_d as diffuse
_n as normal
_m as reflection level
I will try to put _m as opacity/transparency, changing RGB channel output to alpha as grey and see what happened...
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Re: NFS 16

Post by AirOne »

Maybe here is a clue:
https://docs.unrealengine.com/latest/IN ... o/Masking/
Red Channel: Ambient Occlusion information. In the Material, this is used to help add some surface variation to the base color.
Green Channel: Metallic Mask. In the Material, this is used to define which parts are supposed to be metal. This is also used to help define what color the metal should be.
Blue Channel: Non-Metallic Mask. In the Material, this is used to define which parts are non-metal. This mask also helps to define the color of the non-metal parts.
Alpha Channel: Whole object Mask. This is not currently used by the Material.
Will try later.
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Re: NFS 16

Post by AirOne »

x
Last edited by AirOne on Thu May 12, 2016 10:27 am, edited 1 time in total.
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Re: NFS 16

Post by AirOne »

OK, I'm on my way regarding texturing...
Most of _m maps (m for materials) store transparency/opacity as Blue channel, specular level as Green channel and reflective as Red channel.
On some _n normal maps, like grills for example, Red and Green channel are reserved for normal mapping but Blue channel is used as transparency/opacity.
I'm still working on lights and light glass, because channel data in these maps looks a bit different, and I can't get the right diffuse/opacity/specular/reflective/bump combo right now.
But I've got one question: in the game, some rims have primary and secondary color, but apparently when extracted in UU3D, I don't get material ID in order to separate and apply two different materials.
Can someone have a look on a rim and confirm this please?
If necessary, I can provide a chunk sample of a dual colors rim, just let me know.
Thank you!
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Re: NFS 16

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:55 am, edited 1 time in total.
JONATHANTKB
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Re: NFS 16

Post by JONATHANTKB »

:?: how use for extract mesh and chunks ? ?
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Re: NFS 16

Post by mono24 »

Wobble wrote:Updated version with both programs included:
nfs_converter_v102.zip
Hi Wobble,
...is there a chance you could update the tex conversion tool, to look in subfolders as well, and not to manually keep selecting each texture location for every car? :D

cheers
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Re: NFS 16

Post by Wobble »

[out]
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JONATHANTKB
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Re: NFS 16

Post by JONATHANTKB »

? what is my error?
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Re: NFS 16

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:55 am, edited 1 time in total.
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