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Author Topic: Rocket League  (Read 17417 times)
Gildor
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« Reply #30 on: July 03, 2018, 17:44 »

Hi,
I have no idea. I've just merged the code, and didn't try it myself (I don't have the game).
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8coils
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« Reply #31 on: July 03, 2018, 18:21 »

Hi,
I have no idea. I've just merged the code, and didn't try it myself (I don't have the game).

poop
ok thanks, I'll try to get in touch with AltimorTASDK on reddit/github to see if he can update his stuff.
have a nice day !

ps : if you want an UPK file to play with I can provide one Wink
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8coils
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« Reply #32 on: July 04, 2018, 16:49 »

Fixed in the last version ! thanks <3
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dtkav
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« Reply #33 on: August 24, 2018, 07:42 »

There's something wrong with the UV maps for wheels in rocket league.
I believe this is problem is based in umodel (not in blender, or file conversion), as the viewer includes the error.

I think the model has UVs that overlap, causing the wheel rim texture to be sampled again on the rubber.
The behavior is more clear if we look at the UVs in blender:


If I manually split these UV islands into different materials, then it works fine, but it's very time consuming.
I'm looking for help to submit a fix to umodel, or for separating these islands in an automated way.
Any ideas?
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Gildor
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« Reply #34 on: August 24, 2018, 09:31 »

Most likely the wheel material has UV scale somewhere. This is not a bug in UModel.
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dtkav
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« Reply #35 on: August 24, 2018, 09:55 »

Hi Gildor - thanks for your help and quick reply! Great software Smiley
I still don't understand how it isn't a umodel bug if the viewer displays the model wrong. I am pretty new to this, so sorry if I don't understand right away.

Some additional information: the UV islands overlap each other and there is only one material on the mesh (and one uv set).
Maybe they are doing something special to filter the UVs for either (textures: RimDiffuse, RimNormal, RimRGB) or (textures: TireDiffuse, TireNormal).

I can't figure out why they didn't just use two materials.

Here are the mat and props.txt - I don't see anything about scales though.
Code:
Diffuse=Wheel_Yuzo_D
Normal=Wheel_Yuzo_N
Code:
ScalarParameterValues[0] = {}
TextureParameterValues[5] =
{
    TextureParameterValues[0] =
    {   
        ParameterName = RimDiffuse
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_D'
        ParameterInfo =
    }   
    TextureParameterValues[1] =
    {   
        ParameterName = RimNormal
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_N'
        ParameterInfo =
    }   
    TextureParameterValues[2] =
    {   
        ParameterName = RimRGB
        ParameterValue = Texture2D'wheel_yuzo.Wheel_Yuzo_rgb'
        ParameterInfo =
    }   
    TextureParameterValues[3] =
    {   
        ParameterName = TireDiffuse
        ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_D'
        ParameterInfo =
    }   
    TextureParameterValues[4] =
    {   
        ParameterName = TireNormal
        ParameterValue = Texture2D'wheel_yuzo.Rubber_01_nonpaint_N'
        ParameterInfo =
    }   
}
VectorParameterValues[1] =
{
    VectorParameterValues[0] =
    {   
        ParameterName = CustomColor
        ParameterValue =
        {
            R = 0.397775
            G = 0.384295
            B = 0.32086
            A = 1
        }
        ParameterInfo =
    }   
}
Parent = None
BasePropertyOverrides =
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None
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Gildor
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« Reply #36 on: August 24, 2018, 10:04 »

Hi Gildor - thanks for your help and quick reply! Great software Smiley
Thanks Smiley
Quote
I still don't understand how it isn't a umodel bug if the viewer displays the model wrong. I am pretty new to this, so sorry if I don't understand right away.
It displays MATERIAL wrong, not model. Materials are displayed only approximately - in some cases you'll see my "checker" texture, and this won't be a bug.

I'm not parsing materials. And it seems it has scaling of UV by factor of 2 somewhere, what can't be seen by UModel.
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dtkav
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« Reply #37 on: August 24, 2018, 10:30 »

Ah, my mistake. I didn't realize that displaying materials approximately was intended.

Quote
And it seems it has scaling of UV by factor of 2 somewhere, what can't be seen by UModel.
If it were purely scaling, wouldn't the UVs still overlap after being scaled? AFAICT the texture applies to two areas at once because the UVs overlap. It seems there is no way to separate them without doing it manually.
The tire UVs go from x=-2048 (outside of texture) to 2048 (right side of the image), and the rims are from x=0 to x=2048. This is why you can see the rims where the rubber should be with the rims texture.


It does look right after splitting the two overlapping UV islands into separate materials, and then applying the textures (a manual process):
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Gildor
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« Reply #38 on: August 24, 2018, 10:50 »

Well, scaling might be not "x 2" but "x 0.5", plus offset. It's obvious.

Earlier I saw some UE3 games with packed 4 texture maps into a single texture - diffuse, normal, specular, etc. And material had to separate them and pass to appropriate shader channels. I think here's something similar.
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