trying to learn
Posts: 196
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Post by themimegogo on Feb 28, 2019 15:10:42 GMT 10
Hi everyone,
I'm a bit stuck. I've managed to pinpoint that the problem is coming from the .albm texture that i am using. I tried changing the nrmr and the atos textures just to be sure - but no matter what adjustments i make to those two - these shiny artifacts remain consistent. Therefore the problem lies in the .albm file.
My DDS settings are:
BC7 (ive switched between fine and fast - same results) Color + Alpha (alpha is 100% black: therefore non mettalc) Mipmaps - are auto generated layers flattened before saving
mrmr - alpha is grey, same settings pretty much as albm
On the hex editor side:
I made sure that the streaming dds is 2048 x 2048
the sectionroot dds is 1024 x 1024
headers are all properly copied, and checked all textures in Noesis (albm, nrmr and atos all looking correct)
but only when when in the game - it looks like this. I'm completely stumped as to what to do next. I couldn't see this problem before because I was having an issue with getting rid of the full body shinyness. Now that I have solved that problem, this is new on me. And I couldn't find any info on the several tutorials about textures.
Has anyone encountered this issue? Any suggestions?
SIDE NOTE:
The sherrifs belt: - I modified only the mesh (by deleting some parts of the belt, and re-sizing the mesh to fit around his waist. I made no changes to the texture files, or the uv mapping, and the shiny-ness just changed. I made sure to put the newly edited belt mesh thru the same process as the mesh import (going thru noesis and such, and renaming the mesh and exporting correctly) but yeah, this shiny belt issue just kind of appeared on its own.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 28, 2019 15:56:09 GMT 10
Added info: Found that this issue is also not happening in the Model viewer (same as the belt) I'm guessing it could be a mip mapping issue? or just plainly a problem with my game display settings? (i dont have a strong machine) is it possible to take the display settings as shown in the model viewer? I'm guessing that it only displays the high res textures so maybe it might be a bad idea? edit: hmmmmm... im starting to suspect that its my display settings :/
the train at the end has a lot of lights - creating all those shiny artifacts. I gave it a try in the starting gas station, depending on where i stood in relation to a light source, the shiny issue was sometimes not showing, as in smooth to becoming painfully sharp and obvious.
then again... I dont have these issues with other characters. So something is likely wrong with my textures.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 28, 2019 17:45:39 GMT 10
Found the solution. And I'd like to share it for your benefit  The original artifact shining issue - i encountered when the alpha channel on the .almb is 100% black. But after looking at the alpha of textures they use in game - the channel is actually 21 21 21 (on rgb, and not pure black - 0 0 0) but it seems like the "shiny softness" as determinded by the alpha channel is not a gradient, but a boolean. i tried at 2 2 2 - and the character was shining like a silver trophy. That's why we need to edit the yellow levels on the ATOS file. more yellow - kind of masks out the metalness coming from the .almb texture. see below - i did a test where in i put all yellow on the atos, and kept certain parts white. you can produce some amazing results.

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Posts: 176
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Post by archerpz on Mar 1, 2019 2:50:43 GMT 10
nice find!
I've only been dealing with the weapon textures and in those .albm files the alpha channel is a gradient, the brighter the alpha the more "reflective" it is, like glossy the darker it is the more matte it appears basically the wooden parts of the weapon are very dark grey/black (though not completely black perhaps as you found) and the metal parts are very bright, light light grey to white
edit; accidentally read over the part in the first post I was going to suggest maybe it was the issue of copying the wrong .tex header (found that out the hard way, albm and nrmr are not the same header haha) because that can give weird ingame artifacts too (I copied the header from the albm file on the nrmr file and the reflections were all messed up, way too dark too)
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Post by dt85 on Mar 5, 2019 23:52:48 GMT 10
albm : RGB Albedo, with Metalness in the alpha channel. nrmr : RGB Normal, with Roughness in the alpha channel. atos : R = Alpha (transparency), G = Translucency, B = Occlusion, with Subsurface scattering (SSS) in the alpha channel.
Some models may use different textures, I've come across a few already.
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