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Strange color problem, modders please help...


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#1
Bomma72

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So I used ashley66444's method to add 6 new outfits to my shepard seen here http://me3explorer.f...cing-t1084.html.  As you can see in the picture below I think something is up with the special map, I am thinking this has to do with the material or maybe there is some kind of shader or something but I am not sure.  I haven't made any changes to the any of the dds files provided.  However as you can see how the dress outfit should look, the second is the AllianceBlues example and finally femsheps leather jacket don't look correct.  So what am I missing, is there some setting in the material I need to change or something?  I am on version 629.  Any insight would be appriciated.

 

2hozccn.png



#2
Bomma72

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OK I have done some more testing and I have been able to narrow down the issue.  I tried replacing Shepard's dress with the Blues uniform (middle example above) and it looks correct.   So it has to have something to do with the materials I think.  There must be a way to change the existing materials, which were built on the Collector armor to have the reflective colors in the spec dds react like the Shepard's dress.  Anyone know anything about this?



#3
Ottemis

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You can change materials assigned to meshes in meshplorer, but only to other materials used it the same PCC file. Easiest method if there is one used in the PCC files with roughly the same material assignment for the spec.

You can change to any material in theory through hex editing, I can't provide details here, I just know it's possible in theory.
You can also adjust the specular channels on the provided DDS to fit more with that of the outfit the new slot was cloned from though that requires experience with texture modding, a decent image editor and a lot of trial and error. The spec uses all four of it's channels in different ways (red, green, blue, alpha) AKA one armor could have lights mapped on the blue channel, while on another blue either does nothing or is mapping something like material sheen or colour overlay effects. When you replace one specmap with another, you'll have to compare the overall colour of the spec with the one you are replacing for that reason and adjust accordingly.



#4
Bomma72

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OK so I guess I will have to try to clone the dress a few times using this method here

 

http://me3explorer.f...ning-t1100.html

 

though I still don't know how to get the new materials to show up without rescanning the database.  Everything seems to work but that part. 



#5
Bomma72

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I tried the last way you said by adjusting the hue and stuff, but it was taking way to long and didn't look right anyway.  I spent like 4 hours on one thought it looked good, then pulled the same one in over the dress model with the right channels and it still looked better that way.  I will try the cloning method.  Hopefully I can get it to work.  Thanks for all your help. 

 



You can also adjust the specular channels on the provided DDS to fit more with that of the outfit the new slot was cloned from though that requires experience with texture modding, a decent image editor and a lot of trial and error. The spec uses all four of it's channels in different ways (red, green, blue, alpha) AKA one armor could have lights mapped on the blue channel, while on another blue either does nothing or is mapping something like material sheen or colour overlay effects. When you replace one specmap with another, you'll have to compare the overall colour of the spec with the one you are replacing for that reason and adjust accordingly.



#6
Bomma72

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OK so just to leave an update. I ended up cloning the hoodie and when you use the textures with this option the mods look correct.