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Gims EVO, Terrain shader.

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Michno
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#1

Posted 08 May 2017 - 08:18 PM Edited by Michno, 23 August 2017 - 08:37 AM.

So i've been testing out the terrain shader religiously these past days. and i've come to a halt i've tried every single thing i could think off

Multiple UV maps
Vertex Colors
Different shader paramerteres.

And i simple cant get any other outcome than this.

http://prntscr.com/f5lm0b

Any help will be greatly appriciated.

Edit 4:

Got it working ^^ Thanks to Luca

http://prntscr.com/gbvw0l

Basicly each channel is controlled like this

Illumination - Shader controller BLACK - BLUE - GREEN - CYAN is a different texture
Color - Not sure but leave this as PINK Seems to control the illumination
Alpha just as normal Alpha it hides the mesh in places BLACK = Transparent Red = Visible


Also use the vertexpaint modifer. 3 of them is enough. one on each channel.


3Doomer
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#2

Posted 08 May 2017 - 08:44 PM

It would be very nice too see different terrain shaders research and/or tutorial in a topic like this  :lol:  :lol:  :lol:

#IfYouKnowWhatIMean


Michno
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#3

Posted 08 May 2017 - 08:45 PM

I will update this thread if i find any news ^^


Mr.Arrow
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#4

Posted 09 May 2017 - 12:01 AM Edited by Mr.Arrow, 09 May 2017 - 12:02 AM.

For what are you trying to achieve here? Can you be more explicit please.

Jestic
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#5

Posted 09 May 2017 - 01:05 AM

Can you post a part of the .MESH file? Can't do anything without it.

You're using a blend map ("lookup sampler") so it's crucial you actually exported any UV1 data, as well as VCOL1.


Michno
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#6

Posted 09 May 2017 - 01:07 AM Edited by Michno, 09 May 2017 - 01:08 AM.

I want blended textures. You know how the terrain uses several different textures blended ontop of each other. I would give an example but i'm at another pc currently.<

 

i'm working on converting maps from asetto corsa. and i want to shine those maps up. with blended textures. lights and so on.

The only thing left i need to figure out is the terrain shader. everything else seems to work.
well grass fur doesnt show up either actually.



I will see if i can use teamviewer to send it 2 min


Michno
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#7

Posted 09 May 2017 - 01:13 AM

But in anycase Jestic. i've tried all of the shaders. and none of them seems to show anything besides the black thing.

And i've got 3 uv layers on this file.

The Vcol i expect to be vertex colors wich i also have.


https://ufile.io/9dpjmHere are the files. plus all of the other ones. sorry if it's too big


Jestic
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#8

Posted 09 May 2017 - 01:26 AM Edited by Jestic, 09 May 2017 - 02:21 AM.

Which .odr\.mesh should I be looking at?


Michno
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#9

Posted 09 May 2017 - 01:30 AM

The asphalt one


Michno
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#10

Posted 09 May 2017 - 01:40 AM Edited by Michno, 09 May 2017 - 01:40 AM.

Version 43 31
{
    Type BoundComposite
    AABBMin -47131.2187500 -47131.2187500 0.0000000
    AABBMax 47131.2187500 47131.2187500 0.0000000
    Radius 66653.6
    Centroid 0.0000000 0.0000000 0.0000000
    CG 0.0000000 0.0000000 2.7929466
    VertexColors null
    MaterialColors null
    ChildTransforms 1
    {



Version 165 31
{
    Locked false
    Skinned false
    BoneCount 0
    Mask 255
    Bounds
    {
        Aabb
        {
            Min -199.4165649 -199.4165649 0.0000000
            Max 199.4165649 199.4165649 0.0000000
        }
    }
    Geometries
    {
        Geometry
        {
            ShaderIndex 0
            Flags -
            VertexDeclaration N3ED26480
            Indices 17496
            {


These are the .bounds and .mesh

I see that vertex colors says none. but i did assign them in blender.


 


Jestic
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#11

Posted 09 May 2017 - 01:51 AM

I suggest doing some more research on existing GTAV models that use the various terrain shaders, a lot of things are currrently missing\wrong. There's isn't any UV data, so that explans the look it has ingame. The red channel of  the 2nd vertex color must be 0, currently it's 255, otherwise it'll be completely black.


.bound
.mesh

These are the .bounds and .mesh

I see that vertex colors says none. but i did assign them in blender.

Note that i'm only interested in the actual vertex data, not the header.

 

-44.3147888 -29.5431938 0.0000000 / 0.0000000 0.0000000 1.0000000 / 255 0 144 255 / 255 255 255 255 / 1.0000000 -1.0000000 1.0000000 -1.0000000 / 1.0000000 -1.0000000 / 1.0000000 0.0000000 0.0000000 1.0000000
110.7869797 147.7159729 0.0000000 / 0.0000000 0.0000000 1.0000000 / 255 0 250 255 / 255 255 255 255 / 0.0000000 0.0000000 0.0000000 0.0000000 / 0.0000000 0.0000000 / 1.0000000 0.0000000 0.0000000 1.0000000
59.0863876 125.5585709 0.0000000 / 0.0000000 0.0000000 1.0000000 / 255 0 250 255 / 255 255 255 255 / 1.0000000 -1.0000000 1.0000000 -1.0000000 / 1.0000000 -1.0000000 / 1.0000000 0.0000000 0.0000000 1.0000000
 
That tells me exactly how are your uv's and vertex colors are setup.

Michno
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#12

Posted 09 May 2017 - 01:54 AM Edited by Michno, 09 May 2017 - 02:13 AM.

How can there not be any UV data when i've got assigned textures that show ?

Just wondering :) ty for taking the time to answer


Also note that the mesh is just a test mesh for me to be able to test and export quickly



In anycase thanks for the help ^^ atleast this gives me some ideas of what to look for.




http://prntscr.com/f5oqm6

Just to show that it should have a UV map



Ahhh alright so the 0 in the mesh is basicly what the bottom texture will be applied to ?


Jestic
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#13

Posted 09 May 2017 - 02:13 AM

How can there not be any UV data when i've got assigned textures that show ?

Just wondering :) ty for taking the time to answer


Also note that the mesh is just a test mesh for me to be able to test and export quickly



In anycase thanks for the help ^^ atleast this gives me some ideas of what to look for.

 

My mistake, I was looking at the bound mesh in 3ds max, which has no uvs, for obvious reasons.

 

So, you either need to use a LookupSampler and\or add some variation to your 2nd vertex color channel, start by changing the green channel so you can get 2 layers working at least.

 

The vertex alpha of the first vertex color channel is also crucial here, it controls wether to use the LookupSampler or the 2nd vertex color channel, 255 means it uses the vertex colors and 0 means it's using the LookupSampler (I suppose you could use 'grey' values, but I haven't tested it not have I seen it in any V mesh)


Michno
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#14

Posted 09 May 2017 - 02:36 AM Edited by Michno, 11 May 2017 - 07:09 PM.

Alright. thanks for the help, seems to be the same results so far tho.

Here are the new files if anyone is interested.

https://ufile.io/u0tne




Small update for anyone following this.


No changes so far i found out that blender has some issues with their vertex color so i tried using 3ds max for making the plane. it didint change anything sadly.
i am now trying to use a normal gta v model to use my own textures on. if i cant get that to work. i think it may have something to do with how i load the terrain in.


Michno
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#15

Posted 12 May 2017 - 08:15 PM Edited by Michno, 13 May 2017 - 03:34 PM.

Figured it out !

All that needed to be changed was the name of the UV channel ^^

it needs to be UVChannel_001



Seems i still need to change some stuff as this only fixed some of the issues ^^ but it's a step in the right direction


nkjellman
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#16

Posted 16 May 2017 - 12:52 AM

Blended textures would be fantastic on custom maps. I hope you continue to make progress.

 

It will definitely make the maps look more natural, and less artificial.


Michno
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#17

Posted 18 May 2017 - 11:32 PM

Still doing work. ^^ i got alot of it working. 3ds seems to be needed. and have 2 layers of vertex colors. one color and one illumination.


Michno
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#18

Posted 03 June 2017 - 01:28 AM

Still trying to make progress. Not much is working tho. ripping my hair out here.

Any help will be greatly appricated.


Michno
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#19

Posted 23 August 2017 - 02:38 AM

Got it working. Look in the top for more info ^^

Huge thanks to Luca for the help. without him i woudent have made it work :)





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