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Request : GTA:SA add specular maps to models


The Lucky Mole
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The Lucky Mole

This has been posted before, but no answer was given. How can I add specular map to some vehicles that lack it (e.g. beagle or freeway) using Zmodeler? I think only Zmodeler2 can open DFFs right? Please try being explanatory, as I'm not used to messing with models. Thanks in advance!

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On 6/15/2019 at 2:37 PM, BustaCJ said:

using Zmodeler?

It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu. 

On 6/15/2019 at 2:37 PM, BustaCJ said:

beagle or freeway

We have some topics dedicated for fixing those issues

 

Send me a message and I will provide you with a pic by pic guide. 

Edited by Mysterdogg
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The Lucky Mole
57 minutes ago, Mysterdogg said:

It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu. 

We have some topics dedicated for fixing those issues

 

Send me a message and I will provide you with a pic by pic guide. 

I knew about those topics, but I use the PS2 models, and I want to keep it this way. Thanks for the answer, I'll check it out!

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The Lucky Mole
21 hours ago, Mysterdogg said:

It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu.

Which one is it though? I see the following spec options for beagle :

[prim,spec]

[sec,spec]

[spec]

[spec,trans]

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2 hours ago, BustaCJ said:

[prim,spec]

This one is used for the primary color material. 

 

2 hours ago, BustaCJ said:

[sec,spec]

This one is used for the secondary color material. 

 

2 hours ago, BustaCJ said:

[spec]

This one is probably used for non colored materials. 

 

2 hours ago, BustaCJ said:

[spec,trans]

This one is used for the windows and glasses of the vehicle, any transparent materials. 

 

If you want to add specular lighting to the parts that miss it, check which materials doesn't have the "spec" value as you posted it. 

 

Once in the materials menu, you have multiple submenus, one's for the alpha channel, another one for the specular lighting, another one for the used textures, etc. 

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The Lucky Mole
6 hours ago, Mysterdogg said:

This one is used for the primary color material. 

 

This one is used for the secondary color material. 

 

This one is probably used for non colored materials. 

 

This one is used for the windows and glasses of the vehicle, any transparent materials. 

 

If you want to add specular lighting to the parts that miss it, check which materials doesn't have the "spec" value as you posted it. 

 

Once in the materials menu, you have multiple submenus, one's for the alpha channel, another one for the specular lighting, another one for the used textures, etc. 

I saw that both freeway and beagle, had specular lightning enabled for the materials with tags [*spec*]. But inside the game we can clearly see that neither beagle nor freeway have specular lightning. What's going on?😧

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16 hours ago, BustaCJ said:

But inside the game we can clearly see that neither beagle nor freeway have specular lightning. What's going on?😧

Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. 

 

Check this out just in case

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The Lucky Mole
2 hours ago, Mysterdogg said:

Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. 

 

Check this out just in case

Those are the exact models I have. I downloaded them via the "PS2 features to PC" project. They are the same.

Edited by BustaCJ
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  • 2 weeks later...
The Lucky Mole
On 6/19/2019 at 6:05 PM, Mysterdogg said:

Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. 

 

Check this out just in case

Any updates?

 

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Freeway should have them (At least they work with the PS2 vehicle pipeline on my end).

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The Lucky Mole
7 hours ago, LaDiDa said:

Freeway should have them (At least they work with the PS2 vehicle pipeline on my end). 

I use the mobile pipeline. But I wanted to know how to add specular lightning in general and why the beagle model is as is.

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  • 1 year later...

I request for a kind modder who could do this for me can anyone make this mod for gta sa for me please and don't forget his tail 😊

 

Edited by DJANGOX
  • Bruh 1
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  • 5 months later...

The OP mistakenly took specular lightning as specular matFx (he most likely wasn't aware of the difference), and the @Mysterdogg's reply was misleading too.

 

Specular lightning is not a specular map. Specular map is a kind of reflection map but differs about directional reflections. All that misunderstanding was made because of Oleg's ZModeler wrong naming for Vertex Lightning.

 

To be clear:

ZModeler's Diffuse Color is just a primary default Vertex Color.

ZModeler's Specular Color is a Night Vertex Color.

 

Specular Map is a Material Effect about reflection.

Edited by HackMan128
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The Lucky Mole
2 hours ago, HackMan128 said:

The OP mistakenly took specular lightning as specular matFx (he most likely wasn't aware of the difference), and the @Mysterdogg's reply was misleading too.

 

Specular lightning is not a specular map. Specular map is a kind of reflection map but differs about directional reflections. All that misunderstanding was made because of Oleg's ZModeler wrong naming for Vertex Lightning.

 

To be clear:

ZModeler's Diffuse Color is just a primary default Vertex Color.

ZModeler's Specular Color is a Night Vertex Color.

 

Specular Map is a Material Effect about reflection.

Thanks for the clarification. I've given up modding by replacing models though 😅.

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