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Topic: Fortnite (Read 304478 times)
Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1305 on:
July 22, 2019, 21:28 »
_D = Diffuse (Base Color/ Albedo alternatively)
_M = Misc or Mask (Red Channel = AO, Green Channel = Rim, Blue Channel = Subsurface Coloring)
_S = Spec (Red = Spec, Green = Metal, Blue = Roughness) - Set to None Color Data.
_N = Normal (None Color, Invert Green Channel for OpenGL Normals in programs like Blender)
_E = Emission Texture (May need to seperate channels for different texture)
_FX = Effects Texture/Mask (Used to apply emission in particular areas, and effects while ingame).
You will also find ColorMask textures on particular character skins (Cowboy Skin has example) to control different coloring on different parts of the character material setup.
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Blender + Linux User Here.
Stiffy360
Newbie
Posts: 12
Re: Fortnite
«
Reply #1306 on:
July 22, 2019, 23:39 »
Is " 0x024DD338CD22D0CABF298C5DED20E54AE4BBA39E5449A7FEBAB2FA5AA9E66A56" the current key as of today? It's not working for the default packages for me.
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abdumatin
Jr. Member
Posts: 76
Re: Fortnite
«
Reply #1307 on:
July 23, 2019, 06:16 »
Quote from: Blenux on July 22, 2019, 21:28
_D = Diffuse (Base Color/ Albedo alternatively)
_M = Misc or Mask (Red Channel = AO, Green Channel = Rim, Blue Channel = Subsurface Coloring)
_S = Spec (Red = Spec, Green = Metal, Blue = Roughness) - Set to None Color Data.
_N = Normal (None Color, Invert Green Channel for OpenGL Normals in programs like Blender)
_E = Emission Texture (May need to seperate channels for different texture)
_FX = Effects Texture/Mask (Used to apply emission in particular areas, and effects while ingame).
You will also find ColorMask textures on particular character skins (Cowboy Skin has example) to control different coloring on different parts of the character material setup.
I fufed up by making red roughness and blue specular in UE4
oh yeah btw the M is for ambient occlusion in UE4 which is bassicaly the AO
«
Last Edit: July 23, 2019, 06:37 by abdumatin
»
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1308 on:
July 23, 2019, 07:15 »
Quote from: Stiffy360 on July 22, 2019, 23:39
Is " 0x024DD338CD22D0CABF298C5DED20E54AE4BBA39E5449A7FEBAB2FA5AA9E66A56" the current key as of today? It's not working for the default packages for me.
AES Keys locate here
abdumatin
AO is on Red Channel only on _M
Rim/Sheen on Green, Subsurface on Blue.
«
Last Edit: July 23, 2019, 07:20 by Blenux
»
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Blender + Linux User Here.
abdumatin
Jr. Member
Posts: 76
Re: Fortnite
«
Reply #1309 on:
July 23, 2019, 08:34 »
Quote from: Blenux on July 23, 2019, 07:15
Quote from: Stiffy360 on July 22, 2019, 23:39
Is " 0x024DD338CD22D0CABF298C5DED20E54AE4BBA39E5449A7FEBAB2FA5AA9E66A56" the current key as of today? It's not working for the default packages for me.
AES Keys locate here
abdumatin
AO is on Red Channel only on _M
Rim/Sheen on Green, Subsurface on Blue.
Yeah about the subsurface and rim/sheen I am figuring out on how to do it cuz I made my character look like a vampire.
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Gildor
Administrator
Hero Member
Posts: 7967
Re: Fortnite
«
Reply #1310 on:
July 23, 2019, 15:52 »
Added support for new animation format.
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Tomy73
Newbie
Posts: 33
Re: Fortnite
«
Reply #1311 on:
July 23, 2019, 19:07 »
Quote from: Gildor on July 23, 2019, 15:52
Added support for new animation format.
Many thanks, now seems goes well.
Kind regards.
«
Last Edit: July 23, 2019, 19:14 by Tomy73
»
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1312 on:
July 23, 2019, 19:26 »
Yep thanks Gildor once again, making a lot of peoples happy again
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Blender + Linux User Here.
abdumatin
Jr. Member
Posts: 76
Re: Fortnite
«
Reply #1313 on:
July 24, 2019, 00:19 »
Quote from: Gildor on July 23, 2019, 15:52
Added support for new animation format.
большое спасибо Gildor!
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abdumatin
Jr. Member
Posts: 76
Re: Fortnite
«
Reply #1314 on:
July 24, 2019, 00:31 »
Guys I want to know if it is possible to export skeletons because I want to add facial expressions into the character but the problems is the empty head skeleton which is the one that controls all the head meshes is not possible to be exported.
I am talking about Fortnite_Base_Head_Export_Skeleton
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Tomy73
Newbie
Posts: 33
Re: Fortnite
«
Reply #1315 on:
July 24, 2019, 23:56 »
Hello.
I try to import an animation PSA file and I get the error of the image.
Someone can help me to solve?
Many thanks in advance.
kind regards.
«
Last Edit: July 25, 2019, 00:03 by Gildor
»
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1316 on:
July 25, 2019, 05:39 »
Are you using the latest Befzz Importer?
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Blender + Linux User Here.
Tomy73
Newbie
Posts: 33
Re: Fortnite
«
Reply #1317 on:
July 25, 2019, 10:43 »
Hello.
First at all many thanks to Blenux for help me and give me the solution.
Im wrong thinking I have the last PSA Addon, I downloaded the new one from dta 5 of January from here
https://github.com/Befzz/blender3d_import_psk_psa/tree/master/addons
And now works well.
Another question , I reneame the bones in the tree as root --> Root , spine --> Spine
Is this necessary?
Many thanks again.
Kind regards.
«
Last Edit: July 25, 2019, 13:53 by Blenux
»
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Juso3D
Moderator
Hero Member
Posts: 910
Welcome to Gildor Forums
Re: Fortnite
«
Reply #1318 on:
July 25, 2019, 14:08 »
Cool and not needed anymore on the renaming.
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Blender + Linux User Here.
Gildor
Administrator
Hero Member
Posts: 7967
Re: Fortnite
«
Reply #1319 on:
July 25, 2019, 14:54 »
Guys, please use this (new) board for any UModel+Blender discussion:
https://www.gildor.org/smf/index.php/board,41.0.html
«
Last Edit: July 25, 2019, 15:22 by Gildor
»
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